Base Class: Monk
Monks of the Veiled Judge cut away their faces and their names and offer the emptiness to Mother, the voice below the light. Where other monasteries preach stillness, these disciples practice verdict—a rhythm of approach, bait, and merciless return. They are faceless bailiffs of a cathedral of night, speaking sentences with the knuckles and finishing prayers in a single step behind the target’s guard.
Mother’s Blessing
At 3rd level, Mother accepts your offering and hollows you for purpose.
- Faceless Vessel. You no longer need to eat, drink, or breathe. Your voice can be a whisper from anywhere within 10 feet of you (creatures cannot determine your precise mouth position by sound alone). Magical effects that require a mouth still function for you.
- Eyes of the Unlight. You gain darkvision to 60 feet. If you already have darkvision, it increases by 30 feet. You can see normally in nonmagical darkness; you also can see through magical darkness that you create (see features below).
- Mother’s Masquerade. You can cast Disguise Self at will, without material components. The illusion has no face unless you choose one; observers who beat your spell save DC on an Investigation check notice the face is “too perfect” or eerily still.
Soul of the Wraith
Upon choosing this archetype at 3rd level, you learn to ride the beat of the shadow like a metronome of violence. As a bonus action, you can spend 1 ki to enter a Wraith Stance for 1 minute. While in this stance:
- Your speed increases by 10 + 5 × your proficiency bonus feet.
- The first time you hit a creature on your turn while you and the creature are in dim light or darkness, you deal extra necrotic damage equal to one roll of your Martial Arts die.
- When a creature misses you with a melee attack, you can move 5 feet without provoking opportunity attacks. If this movement ends in dim light or darkness, you can attempt to make a Hide or Dodge action as a part of the same action.
Counter of the Condemned
You adopt the judgment rhythm—bait, deny, return.
Shadow Parry. When a creature you can see misses you with an attack, or you succeed on a Dexterity saving throw against an effect that targets only you, you can use your reaction and spend 1 ki to riposte:
- You can teleport up to 20 feet to an unoccupied space you can see that is in dim light or darkness or adjacent to the triggering creature.
- Make one unarmed strike against the triggering creature. The attack has advantage. On a hit, it deals extra force or necrotic damage (your choice) equal to your Martial Arts die + your proficiency bonus.
- If the attack hits, you can choose one: knock the target prone or push it up to 10 feet.
This teleportation doesn’t require line of sight if both your starting and destination spaces are in the same area of darkness you can perceive.
Sink Beneath. As an action, you may spend 1 ki to dissolve into a crawling silhouette until the end of your next turn. While in this form:
- You are invisible while in dim light or darkness.
- You can move through creatures and narrow gaps as if you were a liquid shadow; moving through creatures or objects is difficult terrain. You cannot end your turn inside a creature or object.
- You cannot make attacks or cast spells; you can take the Hide action as a bonus action each turn.
- You are resistant to nonmagical bludgeoning, piercing, and slashing damage, but you have vulnerability to radiant damage.
- If you start your turn in bright light, the form ends, and you take force damage equal to 2d6 as you tear free of illumination.
Wraithful Onslaught
Beginning at the 11th level, you are immune to the blinded and deafened conditions.
Sentence Step. When you take the Attack action while in dim light or darkness, before each attack you can teleport up to 20 feet to a space you can see that’s also in dim light or darkness. If you attack a creature you haven’t attacked yet this turn, that attack has advantage. At 17th level, this range becomes 40 feet.
Judgment Tally. Each time you hit a different creature on your turn, you gain 1 Judgment die (d6). When your turn ends, you can expend any number of Judgment dice to smite one creature you hit this turn within 30 feet that you can see in dim light or darkness; it takes necrotic damage equal to the total rolled. If the target is prone, frightened, or blinded, add your Wisdom modifier to this damage.
Your pool of Judgment dice resets at the end of each of your turns.
Consuming Darkness
At 17th level, you open Mother’s temple over the battlefield. As an action, you can spend 5 ki to exhale a cathedral of shadow—a 60-foot-radius sphere centered on you that lasts 1 minute. You and your allies can see normally within it if you choose when you create it; otherwise, only you can. The area moves with you.
- The area is magical darkness and muffled silence. Creatures other than those you designate when you create the effect are blinded and deafened while inside it.
- While inside, you have advantage on attack rolls, and your movement doesn’t provoke opportunity attacks. Once per turn, when you hit a creature inside, you can teleport it up to 15 feet to another space in the darkness you can see.
- If a hostile creature inside hits you with an attack and misses with another attack before the start of your next turn, you can use your reaction to make a Shadow Parry without spending ki.
- If a spell or effect that deals radiant damage is cast or takes effect inside the area, the duration of Consuming Darkness extends by 1 round.
Once you use Consuming Darkness, you can’t use it again until you finish a long rest, unless you spend 8 ki to do so again.
Previous Versions
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