Monk
Base Class: Monk

Note: In it's current iteration, this subclass was designed for a unique INTELLIGENCE monk build. It uses intelligence in places where a monk would normally use wisdom. For normal play, use Wisdom in place of Intelligence where appropriate (spell save DC and whatnot).

Note 2: For some reason the 11th level feature refuses to show up in writing. We are working on this. Apologies for the inconvenience.

A pale shadar-kai elf works as a quiet courier by day, forgettable and soft-spoken. By night, the shadar-kai moves across tiled rooftops in utter silence, loosing needles of cold moonlight at targets who never glimpse that shadowed face. When cornered, the elf’s form thins into silver mist before reappearing in the next patch of darkness.

A broad-shouldered water genasi once navigated by the stars and now follows only the pull of the moon. The genasi shapes cold lunar fire into disciplined, unerring blasts that streak like reflections across black water. In darkness, faint sea-glow gathers in pale eyes, and the air around that steady figure shimmers like moonlight over the tide.

A watchful half-elf trained beneath open night skies in a high mountain monastery. Soft radiance gathers at the half-elf’s palms before releasing in silent arcs of silver power. When standing still, moonlight clings like a veil, blurring the edges of that calm, disciplined form.

The text below is a full text-based description of the subclass while we fix through some mechanical issues with DnDbeyond. This is a temporary bandaid.

Warrior of the Obscure Moon

Level 3: Luminescence

A distant moon grants you its rare power, allowing you to shape simple spells from its silver light. You know the Bright Sparks, Guidance, and Starry Wisp spells. Intelligence is your spellcasting ability for these spells.

 Level 3: Lunae Obscuratae

When you choose this tradition at 3rd level, obscured moons lend their power to your strikes.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range equal to your movement speed in feet. Temporary increases to your speed (such as the Dash action) do not increase this range. You are proficient with this attack. You add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die equals your Martial Arts die. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus Point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can replace any attack you make as part of the Attack action.

 

Level 3: Ictus Empowerment

You can channel additional lunar power into your Ictus.

When you hit a creature with your Lunae Obscuratae, you can spend 1 Focus Point to apply one of your known Ictus effects to that attack. You can use this feature once per turn. You know a number of Ictus effects equal to your proficiency bonus. When you finish a long rest, you can replace one Ictus effect you know with another for which you meet the level requirement.

Some Ictus effects require a saving throw. The saving throw DC equals:

Ictus Save DC = 8 + your proficiency bonus + your Intelligence modifier

Level 6: Constellar Attunement

At 6th level, the moon grants you a choice: radiant force or shadowed veil.

Choose one of the following:

Obscurus

When you use Patient Defense, you partially slip into the Ethereal Plane, gaining resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

When you use Step of the Wind, you slip fully into the Ethereal Plane, becoming invisible until you take an action other than movement.

 

Silver Cascade

As an action, you can spend 2 Focus Points to unleash a beam of lunar force 10 feet wide and 30 feet long.

Each creature in the beam must make a Dexterity saving throw. A creature takes radiant damage equal to 3 rolls of your Martial Arts die on a failed save, or half as much on a successful one. When you use this feature, you can spend additional Focus Points to increase the damage by 1 Martial Arts die per point spent, up to a maximum number of additional Focus Points equal to your proficiency bonus.

 

Level 11: Moonborne Ascendance

While you are in darkness or moonlight, you can fly at your walking speed.

Additionally, your Constellar Attunement improves:

If You Chose Silver Cascade 

  • Your Silver Cascade ignores half cover and three-quarters cover.
  • When you use Silver Cascade, you can instead create a 20-foot-radius sphere centered on a point you can see within 30 feet of you. Creatures in that area make the same saving throw and take the same damage as normal.

 If You Chose Obscurus

  • When you use Patient Defense, you gain resistance to all damage except force and radiant until the start of your next turn.
  • When you use Step of the Wind, you can move one willing creature within 5 feet of you up to 10 feet. This movement does not provoke opportunity attacks.

 

Level 17: Avatar of the Obscure Moon

As a bonus action, you can spend 4 Focus Points to manifest two Lunar Parallaxes in unoccupied spaces you can see within 15 feet of you. They last for 1 minute, until destroyed, until you dismiss them (no action required), or until you are incapacitated.

The Lunar Parallaxes are visually and physically indistinguishable from you. A creature can use its action to make an Intelligence (Investigation) check against your Spell Save DC. On a success, that creature discerns which body is your true form until the end of its next turn.

 

Lunar Parallax Statistics

Each Lunar Parallax:

  • Has AC equal to your AC
  • Has hit points equal to two rolls of your Martial Arts die + your Intelligence modifier (minimum 1)
  • Is immune to conditions
  • Is immune to poison and psychic damage
  • Uses your saving throw bonuses

A Lunar Parallax is destroyed when reduced to 0 hit points.They occupy their spaces and can be targeted normally.

Shared Space of Shadows

On your turn:

  • You can move each Lunar Parallax up to 30 feet in any direction (no action required).
  • If a Lunar Parallax ends your turn more than 30 feet from you, it vanishes.
  • When you take the Attack action, any attack you make as part of that action can originate from your space or from a Lunar Parallax’s space. You choose the origin for each attack.
  • As a bonus action, you can swap places with one Lunar Parallax, expending 15 feet of movement.

 

 

Level 3: Luminescence

A distant moon grants you its rare power, allowing you to cast simple spells shaped by its silver light and your balance. You know the Bright Sparks*, Guidance and Starry Wisp spells. Intelligence is your spellcasting ability for them.

*For a PHB friendly alternative, substitute Bright sparks for Dancing Lights.

Level 3: Lunae Obscuratae

When you embrace this tradition at 3rd level, the obscured moons lend their power to your strikes, allowing you to release bolts of silvery lunar force.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range equal to your movement speed in feet. Temporary speed increases like the Dash action do not affect this ability's range. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is equal to your Martial Arts die. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Focus Point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Ictus Empowerment

3rd-level Way of the Moon feature

You can channel additional lunar power into your Ictus.

When you hit a creature with your Lunae Obscuratae, you can spend 1 Focus Point to apply one of your known Ictus effects to that attack. You can use this feature once per turn.

You know a number of Ictus effects equal to your proficiency bonus. When you finish a long rest, you can replace one Ictus effect you know with another for which you meet the level requirement.

Some Ictus effects require the target to make a saving throw. The saving throw DC equals:

Ictus save DC = 8 + your proficiency bonus + your Intelligence modifier


3rd-Level Ictus Effects

Exploding Ictus. When this Ictus hits, it explodes in lunar force. The target and each creature within 5 feet of it take force damage equal to your Intelligence modifier.

Illuminating Ictus. The target must succeed on a Dexterity saving throw or be bathed in moonlight until the end of your next turn. While illuminated, the creature can’t benefit from being invisible, and attack rolls against it have advantage. A creature already illuminated automatically succeeds on this save.

Blinding Ictus. The target must succeed on a Constitution saving throw or be blinded until the end of your next turn. A creature immune to the blinded condition automatically succeeds on this save.

Quicksilver Ictus. The Ictus rattles the target’s mental defenses with flickering lunar confusion. The target must succeed on a Wisdom saving throw or subtract 1d4 from the next saving throw it makes before the start of your next turn.


5th-Level Ictus Effects

Astral Thread Ictus. The target must succeed on a Strength or Dexterity saving throw (their choice) or be restrained by silver threads of moonlight until the end of your next turn.

Silencing Ictus. The target must succeed on a Charisma saving throw or be unable to cast spells with verbal components until the end of its next turn.

Weave Ictus. If the target is concentrating on a spell when you hit it with this Ictus, it has disadvantage on the Constitution saving throw it makes to maintain concentration as a result of this damage.

Orbital Ictus. If you miss with this Ictus, you can roll your Martial Arts die and add the result to the attack roll, potentially causing the attack to hit.

Lunar Echo Ictus. The Ictus leaves a lingering pulse at the point of impact. Until the start of your next turn, the first creature that enters or ends its turn within 5 feet of that space takes force damage equal to one roll of your Martial Arts die.

Astral Thread Ictus

The target must succeed on a Strength or Dexterity saving throw (their choice) or be restrained by silver threads of moonlight until the end of your next turn.

Blinding Ictus.

The target must make a Constitution saving throw. On a failed save, the target is blinded until the end of your next turn. Creatures that are immune to the blinded condition automatically succeed on this save.

Exploding Ictus.

The Ictus explodes on contact. The target and each creature within 5 feet of it take force damage equal to your Intelligence modifier.

Illuminating Ictus

The target must make a Dexterity saving throw. On a failed save, the target is bathed in moonlight until the end of your next turn. While illuminated, the target cannot benefit from being invisible, and attacks against it have advantage. 

Lunar Echo Ictus.

The Ictus leaves a shimmering echo at the point of impact. Until the start of your next turn, any creature (including the original target) that enters or ends its turn within 5 feet of that point takes force damage equal to one roll of your Martial Arts die.

Orbital Ictus

If you miss with this Ictus, you can roll your Martial Arts die and add the result to the attack roll, potentially causing the attack to hit.

Quicksilver Ictus

The Ictus rattles the target’s mental defenses with flickering lunar confusion. The target must succeed on a Wisdom saving throw or subtract 1d4 from the next saving throw it makes before the start of your next turn.

Silencing Ictus

The target must succeed on a Charisma saving throw or be unable to cast spells with verbal components until the end of its next turn.

Weave Ictus

If the target is concentrating on a spell when you hit it with this Ictus, it has disadvantage on the Constitution saving throw it makes to maintain concentration as a result of this damage.

Level 6: Constellar Atunement

Via Obscura. At 6th level, the moon grants you a choice: harness its raw radiance or its shadowed veil.

Obscurus

Embrace the moon’s shadow: your strikes fade into obscurity, your movements ghostlike. When using Patient Defense, you partially slip into the Ethereal Plane, gaining resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you use Step of the Wind, you vanish fully into the Ethereal Plane, becoming invisible until you act. The moonlight cloaks you in silence, your presence felt only as a whisper of silver.

Silver Cascade

Channel the silver light of the moon into a searing beam, 10 feet wide and 30 feet long, cutting through enemies in its path. Spend 2 Focus Points to fire the beam. Targets make a Dexterity saving throw; on a failure, they are scorched by radiant lunar energy for 3 Martial Arts dice, or half as much on a success. By spending extra Focus Points, the beam grows in power, adding 1 Martial Arts die of radiant damage per additional Focus Point, up to your proficiency bonus, transforming it into an unstoppable torrent of lunar might.

Level 11: Eclipse

While you are in darkness or moonlight, you have a flying speed equal to your walking speed.

Additionally, your Constellar Attunement improves.

If You Chose Silver Cascade

  • Your Silver Cascade ignores half cover and three-quarters cover.
  • When you use Silver Cascade, you can instead create a 20-foot-radius sphere centered on a point you can see within 30 feet of you. Creatures in that area make the same saving throw and take the same damage as normal.

If You Chose Obscurus

  • When you use Patient Defense, you gain resistance to all damage except force and radiant until the start of your next turn.
Eclipsed Obscurus

  • Patient Defense grants resistance to all damage except force and radiant.

Eclipsed Silver Cascade

  • Ignores half and three-quarters cover.
  • May instead create a 20-foot-radius sphere within 30 feet.

Level 17: Avatar of the Obscure

Avatar of the Obscure Moon

17th-level Warrior of the Obscure Moon feature

As a bonus action, you can spend 4 Focus Points to manifest two Lunar Parallaxes of yourself in unoccupied spaces you can see within 15 feet of you. The Lunar Parallaxes last for 1 minute, until destroyed, until you dismiss them (no action required), or until you are incapacitated.

The Lunar Parallaxes are visually and physically indistinguishable from you. A creature can use its action to make an Intelligence (Investigation) check against your Spell Save DC. On a success, that creature discerns which body is your true form until the end of its next turn.


Lunar Parallax Statistics

Each Lunar Parallax:

  • Has AC equal to your AC

  • Has hit points equal to two rolls of your Martial Arts die + your Intelligence modifier (minimum 1)

  • Is immune to conditions

  • Is immune to poison and psychic damage

  • Uses your saving throw bonuses

A Lunar Parallax is destroyed when reduced to 0 hit points.

The Lunar Parallaxes occupy their spaces and can be targeted normally.


Shared Space of Shadows

On your turn:

  • You can move each Lunar Parallax up to 30 feet in any direction (no action required).

  • If a Lunar Parallax ends your turn more than 30 feet from you, it vanishes.

  • When you take the Attack action, any attack you make as part of that action can originate from your space or from a Lunar Parallax’s space. You choose the origin for each attack.

  • As a bonus action, you can magically swap places with one Lunar Parallax, expending 15 feet of movement.

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