Base Class: Monk
At its root, there is but one Way. Everything at all times points in this direction, and that is the Magnetic North that is Death. Walking the line between necromancer, monk, and assassin, the Way of Death adherents bend the Great Mystery into an offensive weapon, maintaining a tradition that has been alive for thousands of years.
They're deadly - like black adders - they move and strike and poison and kill. They court Death, play with it. They're well-trained in the poisoner's art, assassination, stealth, sneak attacks. They're as quiet as the night air, and as lethal as the plague.
Way of Death monks are typically avoided, even shunned. But when someone wants another to disappear from this world, money wrapped in a prayer envelope and dropped in the coffers of the monastery make it as good as done. As if that person had never lived at all. They won't get any accolades for being neighborly, but it's nice knowing they're there when you need them.
Way of Death monks learn a suite of spells - two per level - one from the school of Necromancy, and one from either the Illusion or Enchantment school. The necromantic spell for offensive purpose, and the other to distract or assist with access. They also gain a list of spells that bring life to the dead, either as undead or revitalized, at the expense of Ki points.
Finally, the Way of Death is centered on accomplishment of that final stroke - killing a target while minimizing risk to self. Assassination. The ability to be a silent Angel of Death.
Where there is little to no pain of which the target is aware, Death is a gift, an end to this suffering we call Life. The better one can deliver this gift, the better the exchange is for all involved. This is the path of the Way of Death monk.
Way of Death Spells
Monks of the Way of Death learn spells from the Necromancy school to attack and spells of the Illusion school for stealth and hiding. This learning, along with their martial arts training, makes them some of the most lethal assassins ever known.
WAY OF DEATH SPELLS
Monk Level Spells
3rd Chill Touch, Minor Illusion, Inflict Wounds, Disguise Self, Ray of Enfeeblement, Invisibility
5th Vampiric Touch, Fear
7th Blight, Phantasmal Killer
9th Contagion, Mislead
11th Harm, Programmed Illusion
13th Finger of Death, Project Image
15th Abi-Dalzim's Horrid Wilting, Power Word Stun
17th Power Word Kill, Weird
Way of Death Technique
The Way of Death Technique is all about advantage, stealth, surprise, and sneak attacks. To this end:
- You have trained extensively in surveying battle locations for benefits from architecture or terrain. You have a +2 bonus to initiative rolls.
- Your Dexterity (Stealth) ability checks are made with advantage.
- You make every entrance to a potential battle site in a well-researched disguise thanks to your Disguise Self spell.
- You have a rogue's sneak attack ability and it scales by level accordingly. The preferred sneak attack weapon for Way of Death monks is the Shortsword, but using bare hands isn't unheard of.
- You gain Expertise with Poisoner's Kits.
Your training has gifted you further with Expertise in Dexterity (Stealth), Wisdom (Perception), and Wisdom (Insight).
Your Dexterity attacks are also made with a +2 bonus to hit, thanks to your many hours of martial arts training and supreme focus.
Necrotic Touch
Starting at 6th level, any successful attack you make deals an additional 1d8 + your WIS modifier necrotic damage. This damage scales with level, doing 2d8 at 10th level, and 3d8 at 15th level.
Necrotic Arsenal
At 6th level, you have access to a small arsenal of necrotic energy weapons you can select from when needed with the expenditure of Ki points.
Necrotic Ray. Starting at 6th level, you can spend Ki points to produce a ray of necrotic energy that can fire up to 120 feet with a +5 to hit when rolling your spell attack die. The damage dice are 1 Ki points for 1 die of necrotic damage + WIS mod and another damage die and WIS bonus for additional dice. The target of the ray is also under the effects of the Slow condition until they make a CON saving throw.
Necrotic Blast. You can spend Ki points to produce blasts of necrotic energy from your outstretched hands. You can spend 1 Ki points for one damage die, 2 Ki points for 2 damage dice, etc. up to a maximum of 10 Ki points for 10 damage dice. The damage dice are d8s and your WIS modifier is added to the total of all damage dice.
Necrotic Whip. You can spend 3 Ki points to produce a whip of necrotic energy that does 3d6 + WIS mod necrotic dmg on a successful hit. The target also must make a DEX saving throw or be knocked prone for 1 round. The whip lasts for 1 minute.
Necrotic Tempest. You can spend 8 Ki points to make 2 black sabres of necrotic energy spring from your hands and last for 2 minutes. While wielding these swords, you have the two-weapon fighting style and the Dual-Wielder feat. The swords are +2 magical weapons that do 1d8 + DEX mod slashing damage and 1d8 + WIS mod necrotic damage on successful hits.
Life from Death
Starting at 11th level, you have access to spells that can be used to either raise undead for your own purposes, or bring your dead party members back to life from death.
You can cast the following spells for the following expenditure of Ki points:
Spell Ki Points Spent
Animate Dead 6
Revivify 8
Speak with Dead 4
Raise Dead 12
Create Undead 8
Resurrection 14
True Resurrection 18
The Coup de Grace
Starting at 6th level, you gain the Assassinate feature. You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet, and any hit you make on a surprised target is treated as a critical.
Bleed into Black
Starting at 11th level, you get the Skulker feat and can cast the Pass Without Trace spell 3 times per long rest.
Like a Cat's Shadow
Starting at 17th level, you are as swift as the wind in combat and as elusive. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature if you are surprised.
You additionally can cast the Misty Step spell on yourself 3 times per long rest.
The Gift
Starting at 17th level, you can deal double the damage of your Coup de Grace attack on an unexpected opponent.
When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your DEX modifier + your proficiency bonus). On a failed save, double the damage of your attack on the creature.
Comments