Monk
Base Class: Monk

Devoting one's life to a monastic tradition or practice is the essence of being a Monk. Whether stationary at a temple or traveling the realm, Monks of the same tradition are connected. You were once the same. Alas, your monastery is no more. Your tradition was snuffed out before you were able to master its teachings. The tragedy that wiped your temple from existence left you lost and full of despair. 

Your dreams, which are now filled with nightmarish visions, were one day visited by a shadow-wreathed monk-like figure. Whatever promises this figure whispered in your dreams you accepted. Now, as you follow the path of the Way of the Fallen, you must learn the truth of the void.

Fell thy Foe

Starting when you choose this tradition at 3rd level, you can hurl devastating blasts of eldritch-like force.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. Its damage is force, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

The Void Stares Back

Upon taking this monastic tradition you are granted unnatural power. As if the figure from your dreams really did agree to share in your loss.
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
You can use Charisma in place of monk abilities that would normally use Wisdom.

Share in Despair

At 6th level, you gain the ability to channel your ki into necrotic waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the inflict wounds spell as a bonus action.

You can spend additional ki points to cast inflict wounds as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Death thy Dealt

At 11th level, you gain the ability to create an orb of death that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of void-filled death for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 necrotic damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Fallens Folly

At 17th level, you become wreathed in the void itself, causing smoke-like shadows to coil off your body. This cloak of darkness extinguishes light within a 30-foot radius and reduces other light sources to dim light in an additional 30 feet. You can dismiss or restore the darkness as a bonus action.

If a creature hits you with a melee attack while cloaked in this way, you can use your reaction to deal necrotic damage to the creature. The necrotic damage equals 5 + your Charisma modifier.

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