Powers and Spells

Class (Monk)

Acrobatic Movement

While you aren't wearing armor or wielding a Shield, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Empowered Strikes

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Evasion

When you're subjected to an effect that allows 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 half damage if you fail.

You don't benefit from this feature if you have the Incapacitated condition.

Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk weapons, which are the following:

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing armor or wielding a Shield.

Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.

Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk Features table.

Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.

Self-Restoration

Through sheer force of will, you can remove one of the following conditions from yourself at the end of each of your turns: Charmed, Frightened, or Poisoned.

In addition, forgoing food and drink doesn't give you levels of Exhaustion.

Slow Fall

You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Monk level.

Focus (Monk)

"Focus Point"

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk level.

If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack's force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn't behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier. The damage is the same type dealt by the attack.

Flurry of Blows

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Heightened Focus

Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.

Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks.

Patient Defense

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Step of the Wind

Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Monk level determines the number of points you have, as shown in the Focus Points column of the Monk Features table.

You can expend these points to enhance or fuel certain Monk features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below.

When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.

Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.

Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.

Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.

Stunning Strike

Once per turn when you hit a creature with a Monk weapon or an Unarmed Strike, you can expend 1 Focus Point to attempt a stunning strike. The target must make a Constitution saving throw. On a failed save, the target has the Stunned condition until the start of your next turn. On a successful save, the target's Speed is halved until the start of your next turn, and the next attack roll made against the target before then has Advantage.

Uncanny Metabolism

When you roll Initiative, you can regain all expended Focus Points. When you do so, roll your Martial Arts die, and regain a number of Hit Points equal to your Monk level plus the number rolled.

Once you use this feature, you can't use it again until you finish a Long Rest.

çFey Sorcery

"Fey Sorcery"

0lvl-Empathic Bond

Casting Time: Bonus Action
Range: Touch
Components: V
Duration: 8h

Upon contact with the target, they must succeed on a Wisdom saving throw or create an empathic bond between you. This emotional channel has three effects.

Source: Bard, Sorcerer, Wizard

1lvl-Soothe Emotions

Casting Time: Action
Range: touch
Components: V, S
Duration: 10m

This magic allow to calm the strong emotions of a creature. The target must save with Wisdom or suffer the following effects:

  1. suppresses the effects of fear and charm

  2. Change the state of reaction from hostile or friendly to neutral

  3. temporarily suppresses strong emotions such as love and hatred

The suppression disappears at the end of the duration or due to new conditions: a target that has become neutral returns automatically hostile if attacked.

Source: Bard, Sorcerer, Wizard

2lvl-Empathic Spike

Casting Time: 1 Action
Range: Touch
Components: V
Duration: Concentration, up to 1 hour

When you touch a creature, you can turn the negative emotions of its subconscious against it. The target makes a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you always know the target's location until the spell ends, but only as long as you are both on the same plane of existence. While you possess this knowledge, the target cannot hide, and if it has the Invisible condition, it gains no benefit from that condition against you.

Source: Bard, Sorcerer, Wizard

3lvl-Alter Emotions

Casting Time: Action
Range: touch
Components: V
Duration: Concentration, up to 1minute

With this magic you can alter the emotional state of a creature. A Wisdom saving throw is granted to the target. If it fails at each round using a bonus action you can alter an emotion by intensifying or reducing it. In each round in which the target suffers an alteration, it remains Stunned. At the end of each of its turns, the target can repeat the saving throw to break the spell.

When the spell ends or is rescinded, the target's emotional state remains the same as it was last round for 10 minutes.

Source: Bard, Sorcerer, Wizard

4lvl-Empathic Smite

Casting Time: Bonus Action, which you take immediately after hitting a creature with a melee weapon or an unarmed strike.
Range: Self
Components: V
Duration: Istantaneous

While making an attack, you can channel your emotions against your foe. The target takes an extra 4d6 points of psychic damage from the attack and must succeed on a Wisdom saving throw or be stunned until the end of your next turn.

Source: Bard, Sorcerer, Wizard

5lvl-Modify Emotional Memory

Casting Time: 1 Azione
Range: Touch
Components: V
Duration: Concentration, up to 10 minutes

You attempt to reshape the emotions tied to a memory of another creature. The touched creature makes a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the saving throw fails, the target becomes Charmed for the duration. While Charmed in this way, the target is also Incapacitated and unaware of its surroundings, though it can hear you. If it takes damage or is the target of another spell, this spell ends and no memories are altered.

While this spell lasts, you can influence the target's memory of emotions felt during an event experienced within the last 7 days that lasted no more than 10 minutes. You can revive the true emotions experienced during the event and thus its memory, completely change its perception of the event, or distort its sensations so that the event seems like a dream or is even removed like a traumatic event.

You must speak to the target to describe how its memories are being affected, and it must be able to understand your language for the altered memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the altered memories, the creature's memory is not altered. Otherwise, the altered memories take hold when the spell ends.

A modified memory doesn't necessarily affect a creature's behavior, especially if it contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

Source: Bard, Sorcerer, Wizard

Class-Subclass (Way of the Sun Soul)

Radiant Sun Bolt

Starting when you Choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Sun Bolt table.

When you take the Attack action on your turn and use this special attack as part of it, you can. spend 1 focus point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike (2 focus)

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 focus points to cast the burning hands spell as a bonus action.

You can spend additional focus points to cast burning hands as a higher-level spell. Each additional focus point you spend increases the spell’s level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Arc Strike (3 focus)

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 focus points to cast the burning hands spell as a bonus action.

You can spend additional focus points to cast burning hands as a higher-level spell. Each additional focus point you spend increases the spell’s level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Arc Strike (4 focus)

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 focus points to cast the burning hands spell as a bonus action.

You can spend additional focus points to cast burning hands as a higher-level spell. Each additional focus point you spend increases the spell’s level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Arc Strike (5 focus)

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 focus points to cast the burning hands spell as a bonus action.

You can spend additional focus points to cast burning hands as a higher-level spell. Each additional focus point you spend increases the spell’s level by 1. The maximum number of focus points (2 plus any additional points) that you can spend on the spell equals half your monk level.

°Culture-Wizardly Initiation

"Wizardly Initiation"

You gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting ability for this feat’s spells.

Level 1 Spell. Choose a level 1 spell from the Wizard spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.

With this spell your proficency is Base. Your proficency evolve with your level

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

If you have acces to Wizard spell list by class you obtain:

2 bonus cantrips

1 bonus first level slot

1 bonus spell known

0Lev Fire Bolt

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Source: Sorcerer, Wizard

0lev Message

Casting Time: Action
Range: 120 feet
Components: S, M (a copper wire)
Duration: 1 round

You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

Source: Bard, Druid, Sorcerer, Wizard

1lev Fog Cloud

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.

Source: Druid, Ranger, Sorcerer, Wizard

$Object-Wand of Enemy Detection

"Wand of Enemy Detection"

This wand has 7 charges. While holding it, you can use an action and expend l charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

The wand regains ld6 + l expended charges daily atdawn. If you expend the wand's last charge, roll a d20.On a l , the wand crumbles into ashes and is destroyed

$Object-Circlet of Blasting

"Circlet of Blasting"

While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.

Scorching Ray

Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Source: Sorcerer, Wizard