Base Class: Monk
Many fear the darkness of the world. Be it the deep dark of night, or the shadows cast by the trees, many avoid these black tinges in the world. Those that follow the Way of the Shadow do not fear the dark, but embrace it. The monks dedicated to this monastic tradition gladly walk among the shadows of the realm, allowing the darkness to enshroud them like a protective cloak.
Shadow Jaunt
Beginning at 3rd level when choosing this tradition, you can step through the shadows as if they were a bridge for your feet only. As an action (which can be after or before making an attack), you can step into a shadow and magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Both the space you are leaving and your destination must be in dim light or darkness.
This ability improves at 11th Level and 17th Level.
Shrouded Strike
Once per turn,if you make an attack against a creature that is in dim light or darkness (while yourself also being in dim light or darkness), you can expend a Ki point to gain advantage on the attack roll. If the attack hits, you deal bonus damage on the attack equal to your Martial Art die.
Cloak of Shadows
Beginning at 6th level, you have walked among the shadows for an extensive period of time, allowing you to further sink into their embrace. You gain proficiency Stealth and an additional skill of your choice. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
Eyes of Night
Starting at 11th level, you’ve honed your senses to a razor sharp edge. You gain 60 ft. of darkvision, and the ability to see through magical darkvision. If you already possess darkvision, the range of your darkvision is increased by this amount instead.
Shadow Jaunt (Improved)
Upon reaching 11th Level, your mastery of the shadows increases. Following Shadow Jaunt movement, you remain shrouded in thick shadows until the beginning of your next turn. You become invisible while in dim light or darkness, unless the creature(s) possess the ability to see through magical darkness.
Claws of Night
Upon reaching 17th level, your very hands become woven in shadow, empowering your strikes with dark energy. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend a Ki point to deal bonus necrotic damage equal to your Wisdom modifier (minimum of 1).
Shadow Jaunt (Improved)
Following Shadow Jaunt movement, you become invisible until the beginning of your next turn, regardless of environment. This invisibility ends early if you deal damage to another creature.
Previous Versions
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