The way of the shadow monks pulled together their knowledge and subterfuge into ways of carrying lighter weapons with more devastating effects. With great success, they discovered the ability to modify and perfect disposable daggers into specialized weaponry such as Smoke of various types, Blinder Flare, Poison cloud, Rocket, Explosive Incinderary, High Explosive Acid, and Noisemaker.
As well as gaining proficiency in Tinker Tools and Throwing. Able to throw 3 normal daggers in one Action or Bonus Action providing you have enough dagger ammo.
(DM discretion on puffs clouds mechanics. The standard AOE cloud at an initial central point is a 10ft. sphere that dissipates outwards to 10ft every turn everything within the cloud can not see in or out of it and has a disadvantage on rolls base on the situation. Once the cloud reaches 60ft the cloud starts to fade revealing silhouettes that are in the smoke cloud but still can not see outside the cloud. By 80ft. the cloud settles to thick ground fog about knee-high of a medium creature size and can finally see their surroundings. By 100ft. the cloud is no more.)
Cloud Damage Effect: Creatures suffer DC16+Throwing Proficiency CON save while being hit and within the cloud. Failure results in blindness and movement of 0, A save will allow them to move a half movement in a random direction.
Poison and Acid damage effect is 1d6 + dagger damage if hit. Creatures suffer half damage on save
Blinder Flare causes a super-blinding light in an instant filling a sphere area of 100ft. for 10 seconds. Creatures using or naturally have dark vision suffer 2d4 radiant.
Explosives Incinderary burst out of the dagger into a spherical 60ft. cloud lighting anything flammable. Dealing 1d6 Fire damage initially and another 1d6 at the start and end of a creature's turn which the creatures must make a Dex save DC16 + Dagger proficiency if pasted take half damage.
High Explosive: creatures within 60ft suffer 1d12 Fire and Force damage + knockback of 1d100 feet. Creatures that can't make the targeted distance suffer fall impact damage equal to the distance not travel.
Noisemaker: The Dagger lets out an ear wrenching sound for 2 rounds that disrupt all concentration and spell casting in a 60ft. area. Forcing some creature to stamp it out the noise. Creatures within 60ft of the dagger must make a Con save DC 16 + Dagger proficiency. If saved casting creatures can only cast a cantrip spell. Creatures outside of the 60ft area are unaffected but can be annoyed with the most annoying sound ever made from a baby mandrake plant.
Rocket: A booster built into the handle of the dagger that allows the monk to throw the dagger twice the max distance without any disadvantage and if the creature is within normal throwing distance of 20ft. the creature suffers critical damage as the dagger pierces through the creature and continues on for another 60ft. The dagger can pierce through multiple creatures but the daggers range is haft per creature it passes through.
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