Monk
Base Class: Monk

Way of the Dark Moon

Monks of the Way of the Dark Moon are shadowy disciples of Shar, the goddess of darkness and loss. They dedicate their lives to her teachings, embracing the void as both a weapon and a sanctuary. The Order of the Dark Moon is a secretive brotherhood, known to few outside Shar’s worshippers, and feared by those who understand their purpose. They believe the void is not simply emptiness but a source of power to be wielded against the forces of light and order.  

Through intense discipline and meditation, these monks learn to channel their ki into chakrams infused with necrotic energy, reflecting Shar’s divine weapon of choice. These spectral chakrams, radiating dark purple and black, are manifestations of the void and symbols of their unwavering devotion. Monks of the Dark Moon use these weapons to carve through their enemies, leaving only silence and emptiness in their wake.  

Members of this tradition are more than warriors—they are emissaries of Shar’s will. They carry out covert missions to sow despair, eliminate threats to Shar’s followers, and maintain the balance of loss in a world that clings to hope. Each monk bears the sacred symbol of Shar, a purple circle filled with black, tattooed upon their chest or back. It is from this mark that they summon their weapons, a visible connection to their goddess.  

The monks of the Dark Moon are shrouded in mystery, but their discipline, precision, and allegiance to the void make them a formidable force. Where the light of hope shines brightest, the Dark Moon’s shadow is never far behind.

Manifest Void Chakram

Starting when you choose this tradition at 3rd level, you can summon and hurl spectral chakrams conjured from your own life force.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged weapon attack with a range of 30 feet. When you make this attack, you touch the circular tattoo on your chest or back, and a shimmering chakram forms in your hand, its size and sharpness tied to your growing skill.

You are proficient with this attack, and you add your Dexterity modifier to its attack and damage rolls. Its damage is slashing, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The damage die for the chakram is a d4 and changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. As your skill increases, the chakram you summon grows larger and more deadly, beginning as a small spinning disc and becoming a formidable circular blade.

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 summon and throw two additional chakrams as a bonus action.

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

Shar's Spinning Void

At 6th level, you gain the ability to channel your ki into spectral chakrams of necrotic energy that spread death and decay.

Immediately after you take the Attack action on your turn, you can spend 2 ki points to infuse two spectral chakrams with necrotic power and release them in a deadly dance around you. The chakrams spin rapidly in a 10-foot radius, cutting through creatures and spreading the void’s destructive energy.

Each creature of your choice in the area must make a Dexterity saving throw. A creature takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature fails its saving throw, it is suffused with the void’s energy, taking 1d6 necrotic damage at the start of its next turn unless it or another creature uses an action to purge the lingering energy.

The spectral chakrams persist, spinning around you until the start of your next turn. While active, they radiate a chilling void, causing any organic material in the area to wither and decay. The chakrams dissipate at the end of their duration.

You can spend additional ki points to increase the damage of the initial saving throw. Each additional ki point you spend increases the damage by 1d6. The maximum number of ki points (2 plus any additional points) that you can spend on this feature equals half your monk level.

Shars Heart-stopping Chakram

At 11th level, you gain the ability to infuse your chakram with electrifying speed and lightning energy, creating a devastating ranged attack that ricochets between foes.

As an action, you focus your ki and quicken the beat of your heart, channeling lightning into the Shar's emblem tattoo on your chest. You conjure a storm-charged chakram and hurl it at a creature within 150 feet. Make a ranged weapon attack against the target. On a hit, the chakram ricochets from the original target to other creatures of your choice within a 20-foot radius, striking each in turn before dissipating. Each creature hit by the ricocheting chakram must make a Constitution saving throw or take 2d6 lightning damage.

If the original target is wearing metal armor, the attack roll against it has advantage, and the target automatically fails its Constitution saving throw. Creatures wearing metal armor within the 20-foot radius also automatically fail their saving throws.

You can increase the lightning damage by spending ki points. Each ki point you spend, up to a maximum of 3, increases the damage of the ricochets by 2d6.

Void's Bitter Cold

At 17th level, you master the art of channeling your ki into a chilling, disciplined aura that embodies the cold focus of your monastic training and bitter cold of the void. By focusing your ki into the Shar's emblem tattoo on your back, you draw moisture from the surrounding air, freezing it into a icy shield around you.

When activated, this frigid aura imposes the following effects:

  • Retaliatory Chill: If a creature hits you with a melee attack, you can use your reaction to deal cold damage to the attacker. The cold damage equals 5 + your Wisdom modifier.

  • Icy Restraint: If a creature lands 3 consecutive hits against you in a single combat encounter, it must make a Constitution saving throw or become partially encased in ice, becoming restrained. The restrained creature can attempt a new Constitution saving throw at the end of each of its turns, breaking free on a success. Creatures with resistance to cold damage automatically succeed on the initial saving throw to avoid becoming restrained.

You can activate or suppress this aura as a bonus action.

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