Practitioners of the Shadow Hand school are stealthy and insidious ambushers. Select one of the following weapons: dagger, shortsword, sickle, and unarmed strike. You gain proficiency with the weapon, if not already proficient.
You gain 2 ki points. You regain your ki points when you finish a short or long rest.
You learn one Shadow Hand maneuver of your choice, which you can perform with your selected weapon. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (appropriate to your selected weapon).
Ghost Blade. Once per turn when you have advantage on attack rolls and hit a creature with a melee attack, you can spend 1 ki point to add an additional 1d6 necrotic damage to your attack. This ability deals an additional 1d6 necrotic damage every odd level.
Child of Shadow. You can spend 2 ki points to cast Darkness and Darkvision.
Shadow Garrote. Prerequisite: 7th level. When you hit a creature with a ranged weapon attack, you may spend 1 ki point. The creature must make a Constitution saving throw, or be restrained until the start of your next turn on a failure.
Shadow Jaunt. Prerequisite: 10th level. When you are in dim light or darkness, you can spend 1 ki point 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. You then have advantage on the first melee attack you make before the end of the turn.
Five Shadows Creeping Ice Enervation Strike. Prerequisite: 15th level. Once per turn when you have advantage on attack rolls and hit a creature with a melee weapon attack, you may spend up to 5 ki points. Each ki point you spend in this way creates an additional effect.
- 1 ki point: Target creature takes 2d10 necrotic damage per ki point spent.
- 2 ki points: Target creature makes a Consitution saving throw. On a failure, it is blinded and deafened until the start of your next turn.
- 3 ki points: If target creature fails the Constitution saving throw, it is also paralyzed until the start of your next turn.
- 4 ki points: If target creature fails the Constitution saving throw, it also gains 1 level of exhaustion.
- 5 ki points: Target creature gains 1 additional level of exhaustion.
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Posted Jul 9, 2022This is really good. Do you need to take the feat again to get another maneuver or do you get more at certain lvls. This reminds me a lot of book of 9 swords from 3.5 edition.