Base Class: Monk
As a projector, you are able to use your body's limited magical energy to manifest objects or ideas with which you have a deep emotional connection.
Ravens and crows, often seen as omens of the grave, come to your aid and help you to fight. You are tuned into the shadows, and able to bring these birds to your aid in battle.
Night Wings
You gain the abilities 'An unkind Familiar' and 'Murder them'
An Unkind Familiar - At 3rd level, as an action, you may spend 1 key point to summon a raven familiar to scout for you. This raven lasts an hour and stays active as long as it is in on the same plane as you, you may use a bonus action on subsequent turns to switch between using the raven's senses or your own.
Murder Them - At 3rd level, as an action, you can spend 2 ki points to send a flock of crows to attack your enemies. Choose an enemy within 30 ft and make a ranged weapon attack, on a hit, the target takes 2d10 Necrotic damage. Damage of this feature increases by 1d10 at level 5, level 10, level 15, and level 20.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. 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. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
By 11th level, 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.
The Crypt of Sorrow and Woe
At 17th level, you can now project much larger shadows to take down your enemies. As an action, you can send a large shadow of a bird to damage and bind your opponents, target any number of creatures in a 15 ft wide, 90 ft line, each creature affected must make a DC 17 Dexterity saving throw or take 10d8 Necrotic damage and become restrained and blinded. On a successful save, the target takes half as much damage and is not restrained or blinded. Targets may reroll their save at the end of each subsequent turn to end the effects.
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