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  • casting time Passive
  • range Self

  • components
  • duration Permanent

You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Feat 1st

Martial Arts

  • casting time Passive
  • range Self

  • components
  • duration Permanent

shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Monk 1st

Stillness of mind

  • casting time 1 action
  • range Self

  • components
  • duration Instant

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Monk 7th

Evasion

  • casting time Dex saving throw
  • range Self

  • components
  • duration Instant

Your instinctive agility lets you dodge out of the way of certain area effects, such as a dragon's breath weapon or a fireball spell. When you are subjected to an effect that allow you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only take half damage if you fail.

Monk 7th

Wholeness of body

  • casting time 1 action
  • range Self

  • components
  • duration Instant


You have the ability to heal yourself. As an action, you can regain hit points equal to three times your Monk level.

You must finish a long rest before you can use this feature again.

Monk 6th

Ki-empowered strikes

  • casting time Passive
  • range Self

  • components
  • duration Permanent

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Monk 6th

Stunning strike

  • casting time Attack action
  • range 5 feet

  • components 1 ki point
  • duration Instant

You can interfere with the flow of ki in an opponent's body.

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Monk 5th

Extra attack

  • casting time 1 action
  • range Self

  • components
  • duration Permanent

Whenever you take the Attack action on your turn, you can make two attacks, instead of one, as part of taking that action.

Monk 5th

Slow fall

  • casting time Reaction
  • range

  • components
  • duration Instant

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times to your monk level.

Monk 4th

1 1
1 1
7 7
7 7
6 6
6 6
5 5
5 5
4 4

Open Hand Technique

  • casting time Bonus action
  • range Self

  • components
  • duration Special

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can't take reactions until the end of your next turn.

Monk 3rd

Deflect Missiles

  • casting time Reaction
  • range 20/60 feet

  • components
  • duration Instant

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Monk 3rd

UNARMOURED MOVEMENT

  • casting time Permanent
  • range Self

  • components
  • duration Permanent

Your speed increased by 10 feet, while you are not wearing armour or wielding a shield. This increase to 15 feet at 6th Level, 20 feet at 10th Level, 25 feet at 16th Level and 30 feet at 18th Level.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monk 2nd

STEP OF THE WIND

  • casting time Bonus action
  • range Self

  • components 1 ki point
  • duration Instant

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn and your jump distance is doubled for the turn.

Monk 2nd

PATIENT DEFENCE

  • casting time Bonus action
  • range Self

  • components 1 ki point
  • duration Permanent

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Monk 2nd

KI

  • casting time Permanent
  • range Self

  • components
  • duration Permanent

Your training allows you to harness the mystic energy of ki. You access to this energy is represented by a number of ki points. Your Monk level determines the number of points you have, 1 per level.
You can spend these points to fuel various ki features. You start knowing 3 such features, Flurry of Blows, Patient Defence and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw. The DC is 8 + Prof Bonus + Wisdom Modifier.

Monk 2nd

FLURRY OF BLOWS

  • casting time Bonus Action
  • range Self

  • components 1 ki point
  • duration Instant

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

Monk 2nd

3 3
3 3
2 2
2 2
2 2
2 2
2 2