Base Class: Monk
Those who walk the Way of the Ebon Lash embrace the void as both a weapon and a calling. Unlike conventional martial artists, these monks shape the shadows themselves, forging a living armament through sheer force of will. Their Shadow Weapon is no mere illusion, but an extension of their own essence—shifting, burning, and twisting as their mastery grows.
Each strike ripples with purple-green flames, flickering like an unseen fox spirit guiding their hand. The most skilled wielders speak in hushed tones of energies taking form—foxlike at first, but in time, draconic, manifesting the abyss’s endless hunger.
The further one progresses, the less they remain mortal. Those who reach the final stage of their vow vanish from history, their bodies dissolving into the abyss, reappearing only as whispers in the dark.
Shadebound Initiation (Rank I)
Eclipse Armory
As a Bonus Action You can Conjure an object made of solid darkness in your hand. If the object isn’t a weapon, it can be no larger than 1 foot on a side and weigh no more than 5 pounds and its form must be that of a non-magical object that you’ve seen.
You can spend 1 Focus Point to conjure a Weapon Instead, it must be a melee weapon and lack the Heavy property. You gain proficiency with it if you lack it and it becomes a Monk Weapon, while you wield it. This Weapon deals Necrotic or Psychic damage and has the following traits.
- Weapon Category: Simple and Martial Weapon without the Heavy Property.
- Damage on a Hit: Martial Arts Die Necrotic or Psychic plus the ability modifier used for the attack roll.
- Properties: Light, Finesse, Reach
- Mastery: Corresponding to the chosen weapon. For example, if the weapon is a Whip it will have Slow Mastery. (you can use its property, and it doesn’t count against the number of properties you can use with Weapon Mastery)
When you hit a non-magical light source (Such as a lamp or torch), the light is extinguished. In addition, when you use the weapon to attack a target that’s in dim light or darkness, you make the attack roll with advantage. If you drop the shadow object or throw it, it dissipates at the end of the turn. Otherwise, the object dissipates when you use this feature again or when you command it to dissipate (no action required). Phantom Reflexes. While you are holding the Shadow Weapon, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon.
Eyes of the Void
In the soft hush before twilight, a sliver of true night enters your gaze. Purple embers flicker within your pupils, marking you as one who perceives what mere light cannot. You can see normally in dim light and darkness - both magical and non magical - to a distance of 60 feet.
Dark Surge
- Bonus Action: Roll your Martial Arts die, lose HP equal to that roll (cannot drop below 1 HP).
- Duration: Lasts as long as your Shadow Weapon is Active, until you have the Incapacitated condition or you dismiss it (no action).
- Once per Turn: On one successful Shadow Weapon attack per turn, you deal extra Necrotic or Psychic damage scaled by your rank: Rank I & II: 2d6, Rank III: 3d6, Rank IV: 2d12
Eyes of the Void
In the soft hush before twilight, a sliver of true night enters your gaze. Purple embers flicker within your pupils, marking you as one who perceives what mere light cannot. You can see normally in dim light and darkness - both magical and non magical - to a distance of 60 feet.
Dark Surge
- Bonus Action: Roll your Martial Arts die, lose HP equal to that roll (cannot drop below 1 HP).
- Duration: Lasts as long as your Shadow Weapon is Active, until you have the Incapacitated condition or you dismiss it (no action).
- Once per Turn: On one successful Shadow Weapon attack per turn, you deal extra Necrotic or Psychic damage scaled by your rank: Rank I & II: 2d6, Rank III: 3d6, Rank IV: 2d12
Gloomweave Mastery (Rank II)
6th Level (Rank II)
Umbral Lexicon
As you walk the path of shadow and hunt the horrors that lurk in the abyss, your whispers carve their names into the Umbral Lexicon—a spectral compendium of nightbound adversaries, etched into the shifting darkness that swirls within your Ki. Each inscription deepens your connection to the void and sharpens your understanding of the prey that dwell within it.
Hunted Prey When you finish a long rest, select three creature types from the list below. These become your Hunted Prey until your next long rest:
- Aberrations
- Beasts
- Celestials
- Constructs
- Dragons
- Elementals
- Fey
- Fiends
- Giants
- Monstrosities
- Oozes
- Plants
- Undead
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example:
- Wisdom (Survival) checks to follow their tracks.
- Wisdom (Medicine) checks to analyze wounds they have inflicted.
Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey. Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects:
- Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn.
- Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up).
- Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Aberrations
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Beasts
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Celestials
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Constructs
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Dragons
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Elementals
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Fey
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Fiends
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Giants
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Monstrosities
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Oozes
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Plants
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Umbral Lexicon: Undead
You gain Advantage on Wisdom checks to gather information, track, or recognize signs of your Hunted Prey. For example: Wisdom (Survival) checks to follow their tracks. Wisdom (Medicine) checks to analyze wounds they have inflicted. Reaping Gloom The shadows coil around your strikes, feeding upon the essence of your Hunted Prey.
Once per turn, when you hit a Hunted Monster with one of the Unarmed attacks granted by your Flurry of Blows, you can invoke one of the following effects: Shadebind: The creature has disadvantage on its next attack roll against any creature other than you before the end of its next turn. Veil of Gloom: You gain Temporary Hit Points equal to half your Monk level (rounded up). Umbral Rend: The attack deals additional Necrotic Damage equal to a roll of your Martial Arts Die.
Improved Eclipse Armory (Rank II)
Improved Eclipse Armory (Rank II)
- +1 on Attack Rolls
- Shadow Weapon’s Reach extends to 15 ft.
- Sweeping Lash When you use Flurry of Blows, you can replace one unarmed strike with a Sweeping Lash in a 10-ft. cone. Each creature in that cone makes a Dex save (Monk DC). On a fail, it takes your Martial Arts die in Necrotic or Psychic damage, half on success.
Shadow Synthesis
Once per Long Rest, you can perform a 1-hour ritual in which your Shadow Weapon absorbs the essence of a magical weapon, allowing it to mimic its magical effects. This process replaces any existing enhancement bonus to attack and damage rolls with that of the consumed weapon.
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Absorption: If your Shadow Weapon has a +1 bonus and you absorb a +2 weapon, your Shadow Weapon now gains a +2 bonus instead. If the absorbed weapon has no enhancement bonus, your Shadow Weapon retains its current bonus. This effect does not stack with existing bonuses. Absorbing a new weapon replaces any previously absorbed properties.
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Cursed Transference: If the absorbed weapon is cursed, the Shadow Weapon inherits the curse.
Twilight Ascension (Rank III)
No longer do you leap between shadows. Instead, night’s domain seeps outward, clinging to your every breath.
Umbral Lexicon: Veil of the Forgotten The shadows whisper secrets of creatures long since devoured by the void. Your connection to the Umbral Lexicon deepens, allowing you to etch the essence of new prey into its pages. As your mastery over the abyss grows, so too does your ability to unravel the weaknesses of those who lurk within it. You may select two additional creature type from the list below, permanently adding it to your Hunted Prey:
- Aberrations
- Beasts
- Celestials
- Constructs
- Dragons
- Elementals
- Fey Fiends
- Giants
- Monstrosities
- Oozes
- Plants
- Undead
You may not select a creature type you have chosen before. All benefits from Umbral Lexicon now also apply to this newly inscribed prey.
Veil of the Forsaken (Action, 1 Focus Point)
As an Action, you shroud yourself in the essence of pure shadow, warping both your physical form and the minds of your foes. This effect lasts for up to 10 minutes (Concentration). While active, you gain the following benefits:
- Shadow Incorporeality: Attack rolls have disadvantage against you, as your form flickers and shifts between strands of purple-green flame and living darkness.
- Amorphous: You can move through spaces as narrow as 1 inch wide without squeezing, phasing through barriers and obstacles like a wraith.
- Doomed Stalker: When attacking a Hunted Prey, your strikes ignore resistance to necrotic and psychic damage.
- Void Terror: If you critically hit a Hunted Prey, they must succeed on a Wisdom saving throw (Monk DC) or become Frightened of you until the end of your next turn.
Improved Eclipse Armory (Rank III)
Improved Eclipse Armory (Rank III)
- The whip is now +2.
- Greater Slow When you hit a creature with this property, you now reduce its Speed by 15 feet instead of 10 feet until the start of your next turn.
Improved Dark Surge: The extra necrotic damae is now 3d6.
Eclipse of the Abyss
Your vow’s shadow fuses with your beating heart, forging an apex form. Black-green flame spirals about your limbs, ephemeral wings or tails marking you as Master of Umbra.
Umbral Transcendence – (Action, 4 Focus Points) : As your mastery over the void deepens, your form begins to slip through the barriers of reality. Through sheer will, you break the limits of your mortal frame, dissolving into shifting darkness like a specter moving between the threads of existence. This state is an evolution of Veil of the Forsaken, enhancing your control over shadows and the fear they inspire.
When you activate this ability as an action, you enter your Umbral Transcendence Form for 1 minute. While in this form, you gain the following benefits:
- Phantom of the Abyss. Your body becomes partially incorporeal, flickering between the material plane and the void. Attack rolls against you have disadvantage, and you can move through creatures and solid objects as if they were difficult terrain. If you end your turn inside an object, you take 1d12 force damage as reality strains against your presence.
- Eclipsed Execution. Your attacks ignore resistance to necrotic and psychic damage.
- Void Terror. When you score a critical hit against a creature, it must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it becomes Frightened of you until the end of your next turn. If the creature is a Hunted Prey, it makes this saving throw with disadvantage.
- Umbral Body. Your physical form is wreathed in shifting shadowflames, granting you +2 to AC and resistance to necrotic and psychic damage.
- Voidwalker’s Step. Your speed increases by 20 feet. Additionally, when you take the Dash action, you become Invisible until the start of your next turn or until you make an attack. Your movement is soundless, leaving only a faint trail of dissolving embers in your wake.
- Void Lash. You can unleash a wave of shadow lashes in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (Monk DC). On a failed save, the target takes 6 rolls of your Martial Arts Die in necrotic or psychic damage (your choice) and is Blinded until the end of your next turn. On a successful save, the target takes half damage and is not Blinded.
- You can use this ability once for free while in your Umbral Transcendence Form. To use it again, you must spend 2 Focus Points and make a Constitution saving throw (Monk DC). On a failure, you gain one level of exhaustion, as your body struggles to contain the abyssal power.
Improved Eclipse Armory (Rank IV)
- The Shadow Whip is +3.
- Speed Reduction When you hit a creature with this property, you can now reduce its Speed by 20 feet until the start of your next turn
- Dark Surge deals 2d12 necrotic once per turn. The swirling gloom flares in purple-green flame, the vow’s final apex.
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