You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
The first time you hit with a melee weapon attack during this spell’s duration (must be cast before you attack with your weapon), your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target.
Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The spell ends after your first successful weapon attack.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
Approach. The target moves toward you, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and ends its turn.
Halt. The target doesn’t move and takes no actions.
At Higher Levels. Affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other.
When you hit a creature with a melee weapon attack (after the hit is confirmed), you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage.
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
(Points reset at short or long rest) Your monk training allows you to harness the mystic energy of ki.
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
Flurry of Blows. 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.
Patient Defense. You can spend 1 ki point to take the Dodge action (impose disadvantage on all attacks and advantage on Dex saves) as a bonus action on your turn.
Step of the Wind. 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.
While you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown below.
Level 2: +10 ft (40 ft total)
Level 6: +15 ft (45 ft total)
Level 10: +20 ft (50 ft total)
Level 14: +25 ft (55 ft total)
Level 18: +30 ft (60 ft total)
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.