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Flurry of Blows

  • casting time1 bonus action
  • rangeSelf (5-foot radius)

  • components1 ki
  • durationInstantaneous

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 Monk Ki ability

Patient Defense

  • casting time1 bonus action
  • rangeSelf

  • components1 ki
  • durationInstantaneous

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Dodge: Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Monk Monk Ki ability

Step of the Wind

  • casting time1 bonus action
  • rangeSelf

  • components1 ki
  • durationInstantaneous

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.
Disengage: Your movement doesn't provoke opportunity attacks for the rest of the turn.
Dash: You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.

Monk Monk Ki ability

Deflect Missiles

  • casting time1 reaction
  • rangeSelf

  • components1 ki (optional)
  • durationInstantaneous

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 smalI 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 (20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. Vou make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monk Class Feature

Stunning Strike

  • casting timeAttack
  • rangeSelf (5-foot radius)

  • components1 ki
  • durationInstantaneous

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 Monk Ki ability

Stillness of Mind

  • casting time1 action
  • rangeSelf

  • components
  • durationInstantaneous

Charmed or Frightened

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

Monk Class Feature

Diamond Soul

  • casting timeSaving throw
  • rangeSelf

  • components1 ki
  • durationInstantaneous

Your mastery of ki grants you proficiency in ali saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Monk Class Feature

Empty Body (1)

  • casting time1 action
  • rangeSelf

  • components4 ki
  • duration1 minute

You can use your action to spend 4 ki points to become invisible for 1 minute. During that time, You also have resistance to all damage but force damage.
Invisible: An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.
The invisibility of the monk's Empty Body isn't ended by the monk attacking.

Monk Class Feature

Empty Body (2)

  • casting time1 hour
  • rangeSelf

  • components8 ki
  • durationSpecial

You can spend 8 ki points to cast the astral projection spell, without needing material components on only yourself.
Astral Projection: You project your astral body into the Astral Plane (this fails if you are already on that plane). Your material body is unconscious in suspended animation.
Your astral body resembles your mortal form, stats, and possessions, with a silvery cord that extends from your shoulder blades trailing behind you, fading out after 1 foot, tethering to your material body, allowing you to find your way home. If the cord is cut (only when an effect specifically states that it does) your soul and body are separated, killing you.
Your astral form freely travels through the Astral Plane and portals there leading to other planes. If you enter a new plane or return to the origin plane, your body and possessions are transported, allowing you to re-enter your body as you enter the new plane. Any damage or other effects that apply to your astral form have no effect on your physical body, nor do they persist when you return to it.
The spell ends you use your action to dismiss it. When the spell ends, you return to your physical body, and awaken.

Monk Class Feature

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Quickened Healing

  • casting time1 action
  • rangeSelf

  • components2 ki
  • durationInstantaneous

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Monk (TCE) Class Feature

Focused Aim

  • casting timeAttack
  • rangeSelf

  • components1-3 ki
  • durationInstantaneous

When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

Monk (TCE) Class Feature

Radiant Sun Bolt

  • casting time1 action, 1 bonus action
  • rangeSelf

  • components1 ki (optional)
  • durationInstantaneous

You can hurl searing bolts of magical radiance. You gain a ranged spell attack that you can use with the Attack action. The attack has a range of 30 (40 with Hachimaki) feet. Its damage is radiant, and its damage die is a the same as your Unarmed Strikes Martial Arts die.
Bonus Action: When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Monk (SCAG) Class Feature

Dazzling Strike

  • casting timeAttack
  • range40-foot radius

  • components1 ki
  • durationInstantaneous

You can interfere with the flow of ki in an opponent's body. When you hit another creature with a Radiant Sun Bolt attack, you can spend 1 ki point to attempt a dazzling strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Monk (Special) Monk Ki ability

Searing Arc Strike

  • casting time1 bonus action
  • range60 feet

  • components2 ki
  • durationInstantaneous

Channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st-level spell burning hands as a bonus action.
Burning Hands: As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
Additional Ki: Each additional ki point you spend increases the spell's level by 1. The damage increases by 1d6 for each level. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).

Monk (SCAG) Monk Ki ability

Searing Sunburst

  • casting time1 action
  • range150 feet

  • componentsKi (optional)
  • durationInstantaneous

Create an orb of light that erupts into a devastating explosion. As an action, you create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
Additional Ki: Each ki point you spend, up to a maximum of 3, increases the damage by 2d6.

Monk (SCAG) Class Feature

Sun Shield

  • casting time1 bonus action, 1 reaction
  • range60 feet

  • components
  • durationInstantaneous

Become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

Monk (SCAG) Class Feature

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