Monk
Base Class: Monk

Monks of the Way of Fear are opposite of those who follow the Way of the Sun Soul. These monks instill fear in to their victims by not only their presence, but with each and every strike that connects to their target. These monks tend to be more on the chaotic side of alignment seeing as they take joy from instilling their foes with such fear. Often misconstrued for a necromancy style of monastic traditions this style has been on the edge of being forgotten to history for some time now. There are few who can perform this tradition and even less who can/have mastered it as it requires becoming one with fear. These monks can use their hands for their strikes, however most find it more convenient and effective to small, fast, edged weapons. 

Presence of Fear

3rd-Level the Way of Fear Feature

As a bonus action, you can choose a creature. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

You can use this feature a number of times equal to your proficiency score per long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Disciple of Fear

3rd-Level the Way of Fear Feature

You can channel the power of fear to magnify your presence and imbue your unarmed or Monk weapon strikes with the essence of fear. You gain the following benefits:

Fearful Presence. If you fail an Intimidation check, you can use your reaction to reroll the check, as you tap into the presence of fear. Once this feature turns a failure into a success, you can’t use it again until you finish a short or long rest.

Fearful Strike. When you damage a target with an unarmed strike or Monk weapon, you can change the damage type to cold, necrotic, or poison.

Tongue of Fear. You learn to speak, read, and write Abyssal or one other language of your choice.

Fearful Step

6th-Level the Way of Fear Feature

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Aura of Fear

11th-Level the Way of Fear Feature

The power of fear now radiates from you, warding you of fear of your enemies. As a bonus action, you can create an aura of fear that radiates from you for 1 minute. For the duration, you gain the following effects:

Resistance. Choose a damage type when you activate this aura: cold, necrotic, or poison. You have resistance to that damage. 

You also gain Immunity to the frightened condition.

Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Cold Resistance Aura

You have resistance to cold damage.

Necrotic Resistance Aura

You have resistance to necrotic damage.

Poison Resistance Aura

You have resistance to poison damage.

One with Fear

17th-Level the Way of Fear Feature

You have become one with Fear. You gain the following benefits:

Fearful Wave. When you use your Presence of Fear, you can spend 1 ki point to its create a wave of Fear. The explosive wave of Fear becomes 60-foot cone, and each creature in that area must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Explosive Fear. When you activate your One with Fear. Choose any number of creatures within a 60-foot cone. Each of those creatures must succeed on a Wisdom saving throw against your ki save DC or take 3d10 cold, necrotic, or poison damage (your choice).

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