Base Class: Monk
Warriors of the Darkness fuse brawn and brilliance into a single, terrifying discipline. Where other monks rely on speed and grace, these warriors embrace overwhelming force, weaving raw Strength into psychic control. They summon six spectral arms of shadow, dark extensions of their will, that strike, grapple, and rend with unrelenting might. Their bodies move with monstrous power while their minds remain sharp and unyielding, channeling intellect into psychic domination.
To outsiders, these monks appear more like living weapons than mortals. They wield weapons born of shadow, conjured from thought, and their enemies often crumble under a combination of crushing physical barrages and invasive psychic assaults. Their discipline grants them an impenetrable mental fortress, shielding them from fear, deception, and manipulation. In battle, they are whirlwinds of shadow and force, a storm of fists and psychic pressure that few can withstand.
During the Siege of Arathen, when the enemy’s warlord cut down the defenders one by one, a lone monk of the Shadow Mind stepped forward. With six fists unfurling from his back, each swirling with shadow, he struck faster than the eye could follow. Arrows split mid-air as spectral hands batted them aside, swords shattered in the grip of intangible fists, and soldiers fled as a wave of psychic terror rippled from him. When the dust settled, the monk stood alone among the ruins, his shadow arms folding into silence, his eyes still burning with the cold light of unbreakable intellect.
Unlike other monastic traditions, the Way of the Shadow Mind does not grant proficiency in Dexterity and Wisdom saving throws. Instead, when you adopt this tradition at 3rd level, you gain proficiency in Strength and Intelligence saving throws. All subclass features that normally reference Wisdom instead use Intelligence for their effects.
Level 3: Arms of the Shadow Mind
At 3rd level, you manifest up to six spectral fists made of shadow.
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Summon. As a bonus action, you can summon your spectral fists for 10 minutes, spending 1 ki point. These fists float around you in constant motion.
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Reach & Damage. The fists extend 10 feet, and use your Martial Arts die for damage. They count as monk weapons.
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Extra Strikes. Whenever you take the Attack action or use Flurry of Blows, you may make one additional unarmed strike with a spectral fist.
Level 3: Shadow Armament
You can shape shadow into armaments of pure willpower.
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As a bonus action, you may summon a shadow weapon into your hand. You are proficient with any weapon you summon this way.
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These weapons count as monk weapons, deal psychic or necrotic damage, and vanish if they leave your grasp.
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You may maintain up to two shadow weapons at once.
Level 6: Psychic Prowess
At 6th level, your intellect fuses with your martial training, shielding both body and mind.
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You gain half your proficiency bonus (rounded down) on Intelligence and Charisma ability checks, reflecting your honed mental discipline and commanding psychic presence.
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When you hit a creature with a spectral fist or shadow weapon, you may spend 1 ki point to force the creature to make an Intelligence saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failure, it takes psychic damage equal to 2 rolls of your Martial Arts die and has disadvantage on its next attack roll.
Level 6: Shadow Assault
At 3rd level, you gain more mastery over your shadow fists.
When you take the Attack action on your turn, you may spend 1 ki point to direct your spectral fists in a barrage of strikes. You can make a number of unarmed strikes equal to your Intelligence modifier (minimum 2).
Level 11: Sixfold Barrage
At 11th level, your mastery of the six fists becomes devastating.
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When you use Flurry of Blows, you may make up to six unarmed strikes instead of two, provided they are made with your spectral fists.
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When you use a reaction to make a melee attack (such as an opportunity attack), you may strike with two spectral fists instead of one.
Level 17: Eclipsed Mind
At 17th level, you reach the pinnacle of your discipline, your mind and fists become unstoppable.
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Unstoppable Barrage. When you hit a creature with an unarmed strike, you may spend 3 ki points. All creatures of your choice within 15 feet must make an Intelligence saving throw. On a failure, they take psychic damage equal to 3 Martial Arts dice and are frightened until the start of your next turn.
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Shadow Mastery. While your spectral fists are active, you gain resistance to psychic and necrotic damage.
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Infinite Reach. Your spectral fists’ reach increases to 20 feet.
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