Monk
Base Class: Monk

After training with a Shadow Assasing a long time, you began to see shadows flinching at your punches -thats the power of your will was becoming one with them. Told by the master that if you wanted to tame those shadows, then it needs to be done alone, you left to master these awakened powers.

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don't already know it.

  • Darkness - Sorcerer
  • Darkvision - Sorcerer
  • Pass without trace - Ranger
  • Silence - Ranger
  • minor illusion - Sorcerer

Speed of the Wind

When you gain this feature your unarmored movement is increased to +15ft. At 6th level, it is +20, at 10th level is +25,  at 14th it is +30, and at 18 it is +40. When you use the dash action you can go an additional 10ft on top of your movement(once per turn). 

 

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.

Airbending Discipline

  1. When you or a creature within 60 feet of you falls, you can spend 1 ki point to cast feather fall as a reaction
  2. You can spend 3 ki points to cast hold person.
  3. Now combined with your wings, you can stand on the air.
  4. You can spend 2 ki points to cast warding wind.

Accelerated Perception

Now in a battle your senses become sharper and you move without making any unnecessary motion. This allows you to take leftover time and make an additional action.

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.

Shadow Manipulation

By playing with darkness for a long time, the energy of shadows and darknes have flowed into you enoughly to awaken the dormant powers deeply within you. All of the Shadow arts level up.

Darkness ->    Gloom - you can use bonus action to cast a danrkness that appear to only creatures you choose. If this creature's main sense is sight then it must take additonal dexterity saving throw to check if it hit. If a saving throw has failed then attacks are unaccurate and deal half as much damage. It last 1 turn or till it get out of darkness.

Darkvision ->  Morksyn - You get permament Darkvision and can make dark crows emerge from a shadow and also take their eye sight. Crows flying speed is 25ft. and their's range is 1000ft.

P. W. Trace ->  Shadow Exchange - Now you can transform shadow into short range dimensional portals and you can move yourself, any object that is not larger than you or creature that is not larger than you and is willing to make excchange. It is counted as a bounus action and moving another creature costs 1 ki.

Silence ->        Tranquillity - You can make someone shut up irl (4th wall break - that op)

Wind blade

You have learned how to apply Dark Blows to a weapon. If you are using a profficient weapon then you can forge a Dark Wind to it. 

You concentrate and summon a harbinger wind around your weapon. Acumulated around the weapon gale lasts 3 turns. The wind blows deals additional 3d10 and if used on the creature you can use an additional 1ki to push it 60ft. in any direction. After using this ability you can't use it again till short rest.

LEVEL       CASTING TIME       Range/Area        DURATION         DAMAGE/TYPE          ATTACK/SAVE

 6th            1 bonus action        Self (10ft.)           3 turns                wind                             none

*This ability comes from a hellish mountains. If used on dark-type terrain above the cloud level - it works double efficient.  

 

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

 

Esoteric Darkness

As an action you start meditating and summon powerful dark powers. It drains from you 4 ki. For the next 2 minutes your eyes are pure black with dim smoke pouring out and you have magical spiritual fists that move with a 1s delay. That basicaly means that damage done with your bare hands duplicate by 2. Your body has magical runes that glow gloomy with dark magic. For the duration your speed increases by 20ft, you gain resistance to necrotic and psychic damage. When a divine or light creature is in 20ft on the start your turn while in this form they take 2d8 radiant damage. 

*It costs 3 ki per round to maintain this condition.
*After the form ends, you can't use this feature until long rest.

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