Monk
Base Class: Monk

Monks of the Way of The Shadow embrace their inner darkness to hide from the light of others. Slipping through darkness like air, they are masters of subterfuge and stealth. For the shadow is everywhere, and so too are they.

One with Shadow

Starting when you choose this tradition at 3rd level, you can add double your proficiency bonus to Dexterity (Stealth) check.

In addition, your jump heights and distances are increased:

  • Standing jump is 10 ft. vertical and 20 ft. straight
  • Long jump is 15 ft. vertical and 25 ft. straight.

Tenebrous Embrace

At 3rd level, your embrace of the shadow allows you to manipulate your enemy's vision. When you hit another creature with a melee weapon attack, you can spend 1 ki point to impose one of the following effects:

  • It must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • You create shadowy silhouettes of yourself that surround and confuse the creature. Until the end of your next turn, when you are within 5 ft. of the creature, you have advantage on attack rolls against that creature.

Obscuring Step

At 6th level, you've learned to make yourself as fleeting as a shadow. You gain the following benefits:

Flee from the Light. Once per short rest you can cast misty step.

To the Shadow's Embrace. 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. As part of the same teleportation, you can spend 1 ki point to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Mantle of Shadow

Beginning at 11th level, your control of shadow and darkness allows you to bend the light and obscure you. As a bonus action, you can enter a special meditation that surrounds you with an aura of shadow. This aura remains until dispelled by you as a free action, or you are no longer conscious. 

While active, the aura reduces light within 10 ft. of you to darkness, and light within 20 ft. after that to dim light. Additionally, when a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or take 2d4 necrotic damage.

When you activate the aura you may spend 1 ki point and choose a number of creatures up to your Wisdom modifier (minimum of one creature). A chosen creature is not affected by the darkness, and can see through it normally. 

Embrace the Darkness

At 17th level, wherever the dark touches, you are ready. By weaving shadows, you can exploit a creature’s momentary distraction when it is hit by an attack.

Daydream. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Nightmare. If you and the target are within dim light or darkness, the range increases to 30 ft., and does not cost your reaction. You can make 4 such attacks per round, resetting at the start of your turn.

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