Monk
Base Class: Monk

Darkness is a force like any other, and can come both from within and without. Some channel their inner darkness in moments of duress or need in order to become something far more, though it can come at a steep price for the reckless. Your practiced clarity of mind or a strong will is what allows you to take this form and hold it without losing yourself.

Your inner darkness shapes and defines you when you need it most, allowing you to unleash a dark side capable of bestowing you with unnatural swiftness and ferocity when you need it most, though everything has its price.

Darkened Gaze

When you choose this tradition at 3rd Level, you gain darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light. If you have darkvision from your race or another feature, you can see in dim light and darkness as though it were bright light.

Darkside

At 3rd level, you gain the ability to unleash your Darkside , which functions much like the Barbarian's Rage. In this altered state, your body transforms into a shadowy sihouette wreathed in darkness which flows off of you in streamers. Your eyes become an empty, glowing gold, and you develop vicious claws. While in Darkside, you gain the following features:

  • You have advantage on Dexterity Checks and Saving Throws.
  • Your Martial Arts damage may be dealt as either bludgeoning or slashing.
  • Your first Martial Arts attack that hits may deal extra necrotic damage equal to your Martial Arts die. This cannot occur more than once per round.
  • You gain a +2 bonus to AC and resistance to necrotic damage, but you cannot be healed in any way.

While under the effects of Darkside, you cannot speak or cast spells and you have disadvantage on all Charisma checks except for Intimidation.

Darkside lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then.

This feature may be used a number of times equal to your Proficiency Bonus before you must complete a Long Rest.

Swift as Darkness

At 6th level, your bonus to AC while in Darkside increases to +3 and while in Darkside, as a Move Action, you may move up to half your base speed through the air in any direction provided you do so in a straight line. When this movement ends, if you are still in the air, you remain suspended as if affected by the spell Levitate until the beginning of your next turn, after which, if you do not move again in this manner, you begin falling. While suspended, you have Disadvantage on rolls against effects which would push you in any direction.

If Darkside expires or is ended while suspended, you will immediately begin falling.

Shadow Siphon

At 11th level, once per short or long rest, when you reduce a creature with a number of Hit Die equal to or greater than your own to 0 Hit Points, you restore an amount of Ki equal to your Wisdom modifier (minimum of 1). This cannot be used on the same creature more than once.

Additionally, you may spend a ki point when in an area of magical darkness to gain the ability to see as though it were regular darkness for 10 minutes.

Chaos Surge

At 17th level, your bonus to AC while in Darkside increases to +4, and when you enter Darkside, shadowy energy erupts from you, forcing all creatures within 10 feet of you to make a Constitution saving throw against your Wisdom DC or take necrotic damage equal to your Martial Arts die plus your Wisdom modifier and lose the ability to take reactions until the end of their next turn. On a successful saving throw, a creature takes half this amount and does not lose its ability to make reactions.

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