Wage war, forge empires, and uncover the secrets of the Elves who first shaped Tamriel’s fate.
Played | 3 times |
Cloned | 0 times |
Created | 5 days ago |
Last Updated | Yesterday |
Visibility | Public |

Slow Fall
When you are falling, you can use your reaction to reduce the falling damage you would take by an amount equal to 5 × your Monk level. If the damage is fully reduced, you land lightly and without harm. At Level 10, if the fall is reduced to 0 damage, you may land standing without triggering prone status or noise. At Level 15, you may redirect your momentum, allowing you to land up to 10 ft away from the impact point in any direction.

Empty Body
You step beyond the material, fading into stillness. You become invisible for 1 minute and gain resistance to all damage except force during this time. The effect ends early if you make an attack, cast a spell, or take damage that isn’t reduced to 0.

Patient Defense
You enter a guarded stance, focusing entirely on evasion. Until the start of your next turn, all attack rolls against you are made with disadvantage, and you have advantage on Dexterity saving throws.

Fury of Blows
Immediately after taking the Attack action with an unarmed strike, make two additional unarmed strikes as part of this move. Each strike deals 1d4 + DEX modifier bludgeoning damage. These extra strikes do not benefit from additional damage modifiers. At level 5, make three strikes; each deals 1d6 + DEX. At level 10, make four strikes; each deals 1d8 + DEX. At level 15, your unarmed strikes count as magical, and crits with this move cause the target to make a CON save (DC = 8 + Proficiency + DEX) or be staggered (disadvantage on attack rolls until end of its next turn).

Unarmored Movement
While not wearing armor or wielding a shield, your base movement speed increases by +10 feet. This enhancement scales with your level, providing greater mobility as you progress. At level 9, you gain the ability to move along vertical surfaces and across liquids without falling, though you must end your turn on solid ground.

Stunning Strike
When you hit a creature with a melee attack, you may spend 1 Focus to attempt a stunning strike. The target must succeed on a Constitution saving throw (DC = 8 + your Proficiency + your DEX modifier) or become Stunned until the end of your next turn. If the target succeeds the save, they suffer disadvantage on their next attack roll. At level 15, targets who fail are also slowed, halving their movement speed until the end of your next turn.

Stillness of Mind
Centering your ki through intense focus, you end one condition currently affecting you that is either Charmed or Frightened. At higher levels, you can use this as a Bonus Action and gain advantage on saving throws against Charm or Fear.

Deflect Missiles
When you are hit by a ranged weapon attack, reduce the damage by 1d10 + your Dexterity modifier + your Monk level. If this reduces the damage to 0, you catch the projectile to make a ranged attack with it as part of the same reaction, dealing additional force damage at higher levels.

Step of the Wind
You move with blinding speed and lightness. Immediately take the Dash or Disengage action. For the rest of this turn, your jump distance is doubled, and your movement does not provoke opportunity attacks. At higher levels, gain additional movement benefits and the ability to run across vertical surfaces or liquids.
Abosrb Health
You touch a creature and drain its life force to restore your own. The target must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. On a successful save, the target takes half as much damage, and you regain no hit points. This spell has no effect on undead or constructs.
Cure Disease
Description: You touch a creature and remove any disease affecting it. The spell instantly cures one disease afflicting the target, neutralizing the infection and restoring the creature’s health. The spell has no effect on undead or constructs, nor does it remove curses or poison.
Cure Paralysis
You touch a creature and immediately end any paralysis affecting it. The creature is restored to full mobility. This spell has no effect on undead, constructs, or creatures paralyzed by curses or magical effects that are not considered diseases or poisons.
Cure Poison
You touch a creature and neutralize one poison affecting it. The poison is removed instantly, restoring the creature to health. This spell does not affect undead or constructs and has no effect on diseases or curses.
Heal Companion
You channel restorative energy into a companion creature you touch. The target regains 3d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, helping your companion recover from injuries.
Heal Other
Channel restorative energy into a creature you touch, restoring a moderate amount of health. The target regains 2d8 + your spellcasting modifier in hit points. This spell does not cure diseases or neutralize poisons, and it has no effect on undead or constructs. The healing takes immediate effect, closing minor wounds and revitalizing the target.
Heal Self
You channel restorative energy into yourself, regaining hit points. When you cast this spell, you restore 70 hit points to yourself. This spell also cures you of any diseases and neutralizes any poisons affecting you. It does not affect undead or constructs. The spell takes immediate effect, healing your wounds and revitalizing your body.

Divine Mend
You channel divine energy to mend wounds and restore vitality. Choose a creature you can see within range; they regain hit points equal to 1d8 + your Wisdom modifier. Additionally, if the target is at 0 hit points, they are stabilized and regain 1 hit point instead. This spell can be cast as a bonus action if you use a spell slot of 3rd level or higher, increasing the healing by 1d8 for each slot level above 2nd.

Snap Shot
You make a sudden ranged weapon attack with advantage against a creature that moved during its last turn. If it hits, the target takes normal damage and must succeed on a Strength saving throw or fall prone.

Resist Harm
You call upon divine force to dull a blow, reducing the incoming damage by 1d6 + your Wisdom modifier. At higher levels (5th, 11th, 17th), the damage reduction increases by an additional 1d6.

Steel Will
You channel ancient resolve into your allies. Up to three creatures within range gain advantage on saving throws against fear, charm, and magic for the spell's duration. Each time they take damage, they gain 5 temporary hit points (once per round).

Breath of Magnus
You release a surge of radiant magicka drawn from the source of creation. Each creature in the area must make a Constitution saving throw. On a failed save, they take 6d10 radiant damage and are blinded until the end of their next turn. On a success, they take half damage and suffer no blindness. Constructs and undead have disadvantage on their saving throws.

Magicka Conflux
You create an arcane aura that invigorates spellcasters. While active, all allied creatures in the aura restore 1 expended spell slot of 3rd level or lower per turn (max 3 per creature). You must succeed on a Constitution saving throw (DC 15) each turn or the aura ends.

Preserve Memory
You touch an object and imprint a memory (visual, auditory, or emotional) from your mind into it. Another creature that touches the object can relive the memory as a vision or sensation. Used by Psijics and Ayleids to pass down knowledge.

Shadow Jaunt
Step through shadow, emerging in another shadowed space within range. This teleportation must begin and end in dim light or darkness. You may bring one willing creature of your size or smaller.

Soul Seal
You target a creature within range, forcing it to make a Constitution saving throw. On a failure, the creature becomes tethered by your shadow, suffering 2d10 necrotic damage at the start of each of its turns. If the tethered creature dies, you regain 4d10 hit points.

Shadow Cloak
You wrap yourself in shifting darkness, becoming invisible in dim light or darkness. If you attack or cast a spell, the invisibility ends until the start of your next turn.

Umbral Flicker
You teleport in a flicker of shadow to a space you can see within range. Until the end of your turn, you gain advantage on the next Dexterity (Stealth) check or attack roll.

Elemental Blade
You infuse your melee weapon with raw arcane energy. Choose one: fire, lightning, or frost. Your weapon's attacks deal an extra 2d6 of that damage type and count as magical. On a hit, you may expend your reaction to deal an additional 1d10 and force a Constitution saving throw or the target is stunned until the end of its next turn.

Wrathblade
Your weapon gleams with elemental fury. Choose fire, cold, or lightning. For the duration, your weapon deals an additional 1d4 damage of that type on a hit. Once per turn on a hit, you may force the target to make a Strength saving throw or be pushed 10 feet.

Swordbind
You bind a magical tether between you and a weapon. While active, you can summon the weapon back to your hand as a bonus action (no action required if it's within 10 feet). If disarmed, the weapon reappears in your hand at the start of your turn.

Arcane Cataclysm
You call down a concentrated collapse of magical energy. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw. On a failure, they take 8d10 force damage and are stunned until the end of their next turn. Half damage on success, no stun.

Flame Cloak
Wreath yourself in a cloak of fire. When a creature starts its turn within 10 feet of you or hits you with a melee attack, it takes 3d6 fire damage. While active, you gain resistance to cold damage.

Flame Lash
You conjure a whip of searing flame. As a bonus action on each of your turns, you can lash out at a creature within range. The target must make a Dexterity saving throw or take 3d8 fire damage and be pulled 10 feet toward you. At Higher Levels: +1d8 damage per spell level above 2nd.

Ward of Frost
A veil of glacial magic hardens your skin, granting you resistance to the triggering attack's damage. The attacker must make a Constitution saving throw or be slowed until the end of its next turn.

Soulbrand
You brand your weapon with soul-charged flame. The next time you hit a creature with a melee weapon attack, it takes an additional 1d6 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on saving throws against your spells until the end of your next turn. At Higher Levels: Extra damage increases by 1d6 at 5th, 11th, and 17th level.

Arc Bolt
You unleash a crackling arc of blue-white lightning at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage. If the target wears metal armor or is standing in water, the damage increases by 1d4. Damage increases by 1d8 at 5th, 11th, and 17th level.