The creature must be within 5 feet of you when you teleport.Īdditionally, whenever you teleport or you cause a willing creature to teleport, the destination can be a place within range that you can see, one you can visualize, or one you can describe by stating distance and direction. Whenever you teleport you can also bring along one willing creature of your size or smaller. The maximum number of ki points (2 plus any additional points) that you can spend equals half of your monk level (rounded down).Īt 11th level, you’ve honed your skills of teleportation. Each additional ki point you spend increases the extra force damage by 1d8. You can spend additional ki points to increase the extra damage of the weapon attack. When you reach 11th in this class, the range of the teleport increases to 60 feet, and 90 feet at 17th level. You can then force the target to make a Charisma saving throw, causing it to be magically teleported to an unoccupied space of your choice that you can see within 30 feet of you if it fails. Once per turn, when you hit a target with a melee weapon attack, you can spend 2 ki points to deal an extra 2d8 force damage to the target. Once you use this feature, you must finish a short or long rest before you can use it again.Īt 6th level, you gain the ability to strike your opponents with force energy. You can spend 1 ki point to make a single melee weapon attack against the attacker as a part of the same reaction. When you get hit with a melee attack, you can use your reaction to magically teleport to another unoccupied space adjacent to your attacker, making the attack miss you. When you reach 11th in this class, the maximum range of the teleport increases to 60 feet, and 90 feet at 17th level.Īt 3rd level, you learn how to avoid oncoming assaults and make quick counterattacks. The creature you teleport has advantage on the first melee attack it makes before the end of its next turn. You can also touch a willing creature within 5 feet of you causing that creature to teleport instead of you. After you teleport, you then have advantage on the first melee attack you make before the end of the turn. For each ki point you spend, you can teleport up to 10 feet, to a maximum of 30 feet. You can spend ki points to magically teleport to an unoccupied space you can see as a bonus action. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.Starting when you choose this tradition at 3rd level, you can use your ki to teleport yourself and others, getting the drop on your enemies. The spell's area can't overlap with the area of another forbiddance spell. A creature that speaks the password as it enters the area takes no damage from the spell. When you cast this spell, you can designate a password. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). Choose one or more of the following - celestials, elementals, fey, fiends, and undead. In addition, the spell damages types of creatures that you choose when you cast it. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
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