Monk
Base Class: Monk

Monks who follow the Way of the Devil abandon reliance on sight and embrace their other senses to an extraordinary degree. Through intense discipline and ritual training—often involving prolonged darkness, sensory deprivation, or even self-inflicted blindness—they learn to read the world through sound, air currents, vibrations, and instinct.

Where others might flinch in darkness or confusion, these monks thrive. They can track invisible foes, anticipate strikes before they land, and fight flawlessly in total darkness. Their presence is unsettling—foes stepping into their domain suddenly find themselves blinded, disoriented, and struck with supernatural precision.

Level 3: Blind sense

Starting when you choose this tradition at 3rd level, your perception extends beyond sight. You gain blindsight out to a range of 30 feet. You can sense creatures and objects within this range even if you cannot see them, including invisible creatures. You are immune to being blinded, and creatures you can sense with blindsight cannot gain advantage against you from being unseen.

Level 3: Hand of the Devil/ fist or wrath

Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Force damage equal to one roll of your Martial Arts die plus your Wisdom modifier.

Level 6: heightened senses

Our heightened senses allow you to perceive deception and subtle cues in your surroundings.

  • You gain advantage on Wisdom (Insight) checks to determine if a creature is lying.

  • Additionally, you can spend 1 ki point as an action to focus your senses on a creature within 30 feet:

    • You immediately know whether the creature is deliberately lying in its next spoken statement.

    • This effect lasts until the end of your turn.

.

Level 6: Devil’s Precision

Your refined senses let you predict your opponents’ movements, allowing you to strike and defend with uncanny timing.

  • When you use Devil’s Flurry and hit a creature, you can choose to forgo the extra damage to instead mark that creature with your heightened focus until the end of your next turn.

  • While a creature is marked:

    • You have an advantage on attack rolls against the marked creature.

    • The marked creature has disadvantage on attack rolls against you, as long as you can sense it.

  • The effect ends early if the creature moves more than 30 feet away or you can no longer sense it.

Level 11: Radar Sense

Your senses are so finely tuned that deception and defensive maneuvers become meaningless against you.

  • Creatures within your blindsight radius cannot gain the benefits of the Dodge action against your melee attacks.

  • Your melee attack rolls ignore disadvantage imposed by the invisible, obscured, or blinded conditions.

  • Once per turn, when you hit a creature you can sense but cannot see, you deal extra damage equal to one roll of your Martial Arts die.

Level 17: Wrath or the Devil

Your senses reach their peak, allowing you to punish any who dare enter your domain.

  • When you activate this feature as an action, you enter a Wrath of the Sentinel state for 1 minute, spending 3 ki points. While in this state:

    • Your blindsight radius increases to 60 feet.

    • Any creature that enters or starts its turn within your blindsight radius must succeed on a Constitution saving throw or be blinded until the start of its next turn.

    • You have advantage on all melee attack rolls against creatures you can sense.

    • Creatures you can sense cannot take reactions until the end of your turn.

    • You cannot be surprised, and enemies cannot gain advantage against you while you are conscious.

Comments

Posts Quoted:
Reply
Clear All Quotes