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Flurry of Blows

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationInstant

After taking the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Other Feature

Patient Defense

  • casting timeBonus Action
  • rangeSelf

  • components
  • duration1 round

Spend 1 ki point to take the Dodge action as a bonus action. Attacks against you have disadvantage until the start of your next turn.

Other Feature

Step of the Wind

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationInstant

Spend 1 ki point to take the Dash or Disengage action as a bonus action. Your jump distance is doubled until the end of the turn.

Other Feature

Stunning Strike

  • casting timeOn Hit
  • rangeMelee

  • components
  • duration1 round

When you hit a creature with a melee weapon attack, you can spend 1 ki point. Target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + Wisdom modifier) or be stunned until the end of your next turn.

Other Feature

Martial Arts

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Use Dexterity for monk weapon and unarmed strikes. Unarmed strike damage is 1d6. After using the Attack action with an unarmed strike or monk weapon, you may make one unarmed strike as a bonus action.

Other Feature

Ki Points

  • casting timePassive
  • rangeSelf

  • components
  • durationVaries

You have 5 ki points. Regain all expended ki after a short or long rest. Ki powers Flurry of Blows, Patient Defense, Step of the Wind, and more.

Other Feature

Extra Attack

  • casting timePassive
  • range

  • components
  • durationPermanent

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Other Feature

Unarmored Movement

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Your movement speed increases by 10 ft while you aren’t wearing armor or using a shield.

Other Feature

Shadow Step

  • casting timeBonus Action
  • range60 ft

  • components
  • durationInstant

While in dim light or darkness, you can teleport up to 60 ft to an unoccupied space also in dim light or darkness. You then have advantage on the first melee attack made before the end of your turn.

Other Feature

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Blessing of the Raven Queen

  • casting timeBonus Action
  • range30 ft

  • components
  • duration1 round

Teleport up to 30 ft to a space you can see. Gain resistance to all damage until the start of your next turn. Usable a number of times equal to proficiency bonus per long rest.

Other Racial

Shadow Arts: Pass Without Trace

  • casting time1 Action
  • rangeSelf (30 ft aura)

  • componentsV, S
  • duration1 hour (Concentration)

You and allies within 30 ft gain +10 bonus to Stealth checks and leave no tracks. Requires concentration. Ki cost: 2.

Other 2nd Level Spell

Shadow Arts: Darkness

  • casting time1 Action
  • range60 ft

  • componentsV, M
  • duration10 minutes (Concentration)

Magical darkness spreads from a point you choose within range, creating a 15-foot radius sphere. Blocks darkvision. Ki cost: 2.

Other 2nd Level Spell

Shadow Arts: Silence

  • casting time1 Action
  • range120 ft

  • componentsV, S
  • duration10 minutes (Concentration)

Create a 20-foot radius sphere of magical silence. No sound can be made or passed through. Creatures are deafened. Ki cost: 2.

Other 2nd Level Spell

Shadow Arts: Darkvision

  • casting time1 Action
  • rangeTouch

  • componentsV, S
  • duration8 hours

Grants a willing creature 60 ft of darkvision. Ki cost: 2.

Other 2nd Level Spell

Unarmed Strike

  • casting timeAction
  • rangeMelee

  • components
  • durationInstant

Make a melee weapon attack using Dexterity. Deals 1d6 + Dex modifier bludgeoning damage.

Other Attack

Dart

  • casting timeAction
  • range20/60 ft

  • components
  • durationInstant

Ranged weapon attack using Dexterity. Deals 1d4 + Dex modifier piercing damage.

Other Attack

Shortsword

  • casting timeAction
  • rangeMelee

  • components
  • durationInstant

Finesse weapon attack using Dexterity. Deals 1d6 + Dex modifier slashing damage.

Other Attack

Dodge

  • casting timeAction
  • rangeSelf

  • components
  • duration1 round

Until the start of your next turn, all attacks against you have disadvantage and you gain advantage on Dexterity saving throws.

Other Action

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Hide

  • casting timeAction
  • range

  • components
  • duration1 round

Make a Stealth check to become unseen. Requires cover or being lightly/heavily obscured.

Other Action

Dash

  • casting timeAction
  • range

  • components
  • durationInstant

Gain movement equal to your speed in addition to your regular movement.

Other Action

Disengage

  • casting timeAction
  • range

  • components
  • duration1 round

Your movement does not provoke opportunity attacks until the end of the turn.

Other Action

Help

  • casting timeAction
  • range5 ft

  • components
  • duration1 round

Grant an ally advantage on the next ability check or attack roll against a creature within 5 ft of you.

Other Action

Silence

  • casting time1 Action
  • range120 ft

  • componentsV, S
  • duration10 minutes (Concentration)

Creates a 20-ft radius sphere. No sound can be made or passed through. Creatures in the area are deafened. Used via Shadow Arts for 2 ki.

Other Spell

Stunned Condition

  • casting timePassive
  • range

  • components
  • durationUntil end of attacker’s next turn

Incapacitated. Cannot move, speak, or take actions. Fails Strength and Dexterity saving throws. Attack rolls against stunned creature have advantage.

Other Condition

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