Base Class: Monk
"Justice is my burden. The night is my ally. And fear is my weapon."
Monks of the Way of the Shadowed Vigilante are urban legends—figures cloaked in mystery who prowl city rooftops and castle parapets alike. They train not just in martial arts but also in the crafting of specialized tools and the art of fear itself. They strike from the shadows, immobilize their foes without killing, and vanish into the night before the guard even knows they were there.
Monks who follow the Way of the Shadowed Vigilante are feared and respected across the land. Nobles whisper tales of a hooded figure who can climb sheer castle walls and disappear into the fog. Thieves know that no crime goes unpunished under the watchful eyes of the night. While these monks walk the line between justice and vengeance, they always remember the first and most sacred vow: “I will not kill.”
Level 3: Vigilante’s Arsenal
You gain proficiency with Tinker’s Tools and Thieves’ Tools if you don’t already have them. You also learn to craft specialized Monk Tools—a set of reusable items you can make during a long rest. These items are treated as Monk Weapons for you and can use Dexterity for attack and damage rolls.
Bat-Blade (Batarang): (Range 30/60, 1d6 slashing) A finely crafted throwing blade shaped like a bat. It returns to your hand at the end of your turn if you miss.
• Grappling Hook: A rope and hook system that lets you move 30 feet upward or horizontally as a bonus action, provided you have something to latch onto.
• Smoke Bomb: As a bonus action, you throw a small explosive that creates a heavily obscured 10-foot sphere of smoke for 1 minute.
You can have a number of these tools equal to your Wisdom modifier (minimum 1) at a time. You can remake destroyed tools after a long rest.
Level 6: Fearsome Presence
When you hit a creature with an unarmed strike or monk weapon, you can force them to make a Wisdom saving throw (DC = 8 + Proficiency + Wisdom). On a failed save, they become Frightened of you until the end of your next turn.
Additionally, you gain proficiency in Intimidation if you didn’t already have it, and you can use Wisdom instead of Charisma for Intimidation checks.
Level 11: Master of Nonlethal Combat
Whenever you reduce a creature to 0 hit points, you can choose to knock them unconscious instead of dealing lethal damage—regardless of the damage type.
Also, if you successfully grapple a creature, you can spend 1 ki point to silence them (they cannot speak or cast spells requiring verbal components) until the grapple ends.
Level 17: Cloak of the Night
You gain darkvision out to 120 feet if you didn’t already have it.
• You can use your Grappling Hook as part of your movement without spending a bonus action.
• When you are lightly or heavily obscured, attacks against you have disadvantage.
• You can spend 4 ki points to cast Greater Invisibility on yourself.
Comments