Base Class: Monk
Monks of the Way of the Void Fang train to manipulate shadow and void energy through intense mental discipline and physical mastery. These monks do not merely hide in the darkness — they become one with it, summoning weapons from the Void, striking from places unseen, and creating battlefields where only they reign.
Level 3: Void Arsenal
- Shadow Storage: You gain a personal dimensional pocket within the Void. You can store up to 60 cubic feet 60lbs of weight of non-living items. Retrieving/storing is a bonus action. Magical items retain their properties.
- Shadow Equip: Spending 1 Ki point as a bonus action, you summon a Shadowforged weapon. Shadowforged weapons are constructs made from pure shadow essence. They respond to the will of the wielder, grow in power with them, and can shift form. They are conjured rather than carried, allowing stealth and utility. As a bonus action, you summon a weapon or shield forged from living shadow. It lasts 1 minute or until dismissed, Dropped or you are disarmed.
- Choose a melee or ranged weapon.
- You may summon a number of weapons equal to your Wisdom modifier (minimum 1) per long rest.
- At 5th level, it counts as a +1 weapon.
- At 10th level, it counts as a +2 weapon.
- At 15th level, it counts as a +3 weapon.
- At 17th level it may have one enhancement: Finesse, Reach, thrown (20/60), Versatile (1d12), or Vampiric Edge (heal proficiency bonus once per turn on hit).
Shadow Equip
Shadowforged weapons are constructs made from pure shadow essence. They respond to the will of the wielder, grow in power with them, and can shift form. They are conjured rather than carried, allowing stealth and utility. As a bonus action, you summon a weapon or shield forged from living shadow. It lasts 1 minute or until dismissed, Dropped or you are disarmed. It counts as magical, and you are proficient with it.
- Choose a melee or ranged weapon.
- You may summon a number of weapons equal to your Wisdom modifier (minimum 1) per long rest.
- At 5th level, it counts as a +1 weapon.
- At 10th level, it counts as a +2 weapon.
- At 15th level, it counts as a +3 weapon.
- At 17th level it may have one enhancement: Finesse, Reach, thrown (20/60), Versatile (1d12), or Vampiric Edge (heal proficiency bonus once per turn on hit).
Shadow Storage
You have learned how to create a cubed pocket dimension within your shadow. As a bonus action, you can store non living items in your shadow (equal to 60 cubic feet).
Level 6: Shadow Arts
Shadow Ambush: While in dim light or darkness, you can teleport up to 30 feet as part of your first attack on your turn. If the attack hits: It deals1d8 extra necrotic damage also the target is blinded. Creature must succeed on a Constitution save (DC = 8 + Proficiency + Wisdom) or be blinded until the end of your next turn.
Darkvision: You gain +60 ft. Darkvision, if you already have Darkvision add 60ft.
Level 11: Shadow Dome
Works just like the Darkness spell. By using 1 ki point you create a sphere of magical darkness (Darkvision doesn’t work, unless you chose it to then the creatures can see normally. Enemies inside have disadvantage on attack rolls, Perception, and Dexterity saves. You may teleport 30 feet within the dome as a bonus action each turn.
Level 17: Void Reaper
Improved Shadow Dome. While inside your Shadow Dome: You can make two attacks as a bonus action, Shadowforged weapons deal an additional 1d8 necrotic damage. When you reduce a creature to 0 HP, regain 1 ki point (once per round). You may teleport 30 feet within the dome as a bonus action each turn.
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