Monk
Base Class: Monk

Monks of the Way of Shadow Dancer follow a tradition that values stealth, subterfuge and cunning. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their dark arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shinobi Tactics

At 3rd level you gain proficiency with three martial weapons these weapons are considered monk weapons for you. You also gain proficiency in Sleight of Hand and Stealth skills.

Additionally you also gain access to Shinobi Techniques, a set of abilities similar to Warlock incantations. If you take a “Ninjutsu” technique you may only have one learned at a time and must replace the technique by finishing a long rest. Whenever you gain levels in the monk class you you may exchange only one Technique for another. You learn four Techniques at 3rd, and two more at 6th, 11th and 17th level.

Bestowal Ninjutsu

When you land a critical hit you can spend 2 ki points pull out your foe's blood coating your weapon in it and warping it with undeath. After doing this the weapon you used to attack becomes coated in a bloody aura granting it +2 to hit and damage rolls and on a hit it deals 1d10 necrotic damage in addition to its normal damage, this bonus lasts for 1 minute. (11th Level Required)

Blood Smoke Ninjutsu

When you land an attack that reduces a creature to 0 hit points for 1 ki point you can make a gory distraction, slitting an artery you send your foe's blood flying out in such a way that it creates a 10ft cloud of blood that hand in the air until the end of your next turn. The cloud of heavily obscured for 10ft and outside that the next 5ft are lightly obscured.

Cutting Mist

When you use mist raven, you slash at the enemy as you dodge back. You can spend 1 ki point make a melee attacks as a part of the mist raven reaction. (11th Level Required)

Deathblow

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible mortal wounds, which last for a number of days equal to your monk level. The wounds are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. (17th Level Required)

You can have only one creature under the effect of this feature at a time. You can choose to end the mortal wounds without using an action.

Exceptionally Sharp

You can douse any blade you touch with a potent sheath of your own ki. Attacks with your monk weapons count as magical for the purposes of overcoming resistances. (6th level Required)

Flame Bestowal

When you use your Flame Vent action immediately after you can expend 2 ki points and a bonus action to wreathe one melee weapon in flames and make one melee weapon attack as a part of the bonus action. Until the end of your next turn attacks with this weapon deal an extra 1d6 fire damage once per turn. (6th level Required)

Flurry of Blades

Whenever you use Flurry of Blows, you can replace your unarmed strikes with a monk weapon instead.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Eloquence

You gain proficiency with Persuasion and Intimidation skills.

Patient Deflection

If you make an unarmed strike as part of the Attack action on your turn and are holding a monk weapon, you can use it to defend yourself if it is a melee weapon. You gain a bonus to AC equal to your proficiency bonus until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated. At 6th level your Patient Defense feature no longer costs ki.

Posture Break

If you hit one enemy three times consecutively, the next melee attack against that target is a critical hit. Lasts until the end of your next turn, or until the target spends his action or legendary action to regain their posture. (11th Level Required)

Puppeteer Ninjutsu

After reducing a creature to 0 hit points with a monk weapon, you can spend 3 ki points to bind the creature's body and soul to your will before it dies. Immediately after your turn, that creature takes a bonus turn and can move its full speed and make melee attacks. You choose where it moves and who and how it attacks. At the end of the bonus turn, the creature dies. (6th level Required)

Refocus

You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. (6th Level Required)

Shadow Arts

You can spend 1 ki point to cast pass without trace, silence, darkvision, or darkness as an action. You also gain the minor illusion cantrip if you don’t already have it.

Shadow Weaver

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. (11th Level Required)

Silent Step

You gain Expertise on Stealth. You also make Stealth checks with advantage when you're in dim light or darkness.

Star’s Tail

As an action you can expend 2 ki points and make one ranged attack with a shuriken against a target you can see within 30ft. Then as a part of that same action, immediately follow up with a melee weapon attack as you quickly close the distance without provoking opportunity attacks. If the shuriken hits, the melee attack is made with advantage. (6th Level Required)

Study of Text

You can spend 10 minutes translating up to ten lines of written text.

Enduring Soul

At 3rd level, you have begun your journey on the path to master death. When you would be reduced to 0 hit points you can drop to 1 hit point and gain 1 level of exhaustion instead. In addition spells cast on you to revive, such as raise dead, it doesn’t require material components from the caster. Once you use this feature, you cannot use it again until you finish a long rest. 

At 11th level, you have improved your ability to resist death. When you use your Enduring Soul feature, you no longer need take a level of exhaustion and have one additional use.

Shinobi Tools

At 6th level you gain access to Shinobi Tools, that bond themselves to your to a part of your body or piece of equipment (your choice).

You may choose two tools of your choice and can swap them out on a long rest. You gain one more at 11th.

Firecrackers

You can use your bonus action to throw the firecrackers at your feet.

When you unleash one charge of them, they are audible within 300ft and a creature of your choice within 5ft of you make a Constitution saving throw against your ki save DC, on a failed save being they are considered blinded and deafened until they take damage next or the end of your next turn (whichever comes first).

Creatures with an Intelligence Score of 4 or lower in 20ft radius must make a Wisdom saving throw or are frightened until the end of your next turn. 

You have a number of these firecrackers equal to your proficiency bonus and regain them when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Flame Vent

This concealed tool requires a small bottle or vase, 1 pinch of gunpowder and a match as material components. When unleashed as an action, it blasts fire at a creature within 5ft of you and one other creature within 5ft of your original target. They must both make Dexterity saving throws against your ki save DC, on a failed save taking 4d6 fire damage or half as much on a successful one. After using this you must use your action and 1 ki point to reload before using it again.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest. While you have no uses available you can spend 2 ki points to use this feature again.

Mist Raven

This tool requires five raven feathers as a material component. When you're hit by an hostile creature’s melee weapon attack you can use your reaction to halve the incoming damage and move up to 10ft backwards in a puff of black smoke and feathers. This movement does not provoke attacks of opportunity and you can use this reaction a number of times equal to your proficiency bonus and resets uses on a short or long rest. While you have no idea available you can spend 2 ki points to use this again.

Shuriken

You gain deadly shuriken. They have the thrown, finesse, and light properties with range 20/60ft that you have proficiency with and you can add your proficiency bonus to the attack rolls. On a hit they deal Martial Arts damage + your Dexterity modifier of piercing damage. You can have a number of shuriken equal to double your proficiency bonus times and you can remake them during short or long rest.

Know Your Enemy

Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Swift and Relentless

At 11th level you obtain mastery with blade and unnatural speed. Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. This bonus includes your flurry of blows, which grants you three unarmed strikes instead of two.

Dragon’s Blood

At 17th you have been blessed with the undying powers of the mighty dragon’s of legend causing you to age more slowly. For every 10 years that pass, your body only ages by 1. 

You have mastered your ability to resist death. When you use your Enduring Soul, you now return to life with half of your maximum hit points.

 

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