Base Class: Monk
Our eyes can deceive us. Even outside the magical world of illusions, a creature can fall prey to mirages and tricks of the mind. Much of our sight is distracting and decadent. To walk the Way of the Blind Warrior, one must remove one's capacity to see in order to properly harness all the other methods of perception.
Sightless
You trade your natural sight for greater senses. You gain blindsight in a radius of 30 feet and are blind beyond that radius. The radius of your blindsight increases as you gain levels in this class to 60 feet at 6th level, 120 feet at 11th level, and 300 feet at 17th level.
Additionally, you have advantage on Wisdom (Perception) checks that don't rely on sight, and a creature never has advantage on attack rolls against you as long as you can sense the creature and are not incapacitated.
Balance and Judgment
You have developed a greater sense of equilibrium and intuition. You have advantage on saving throws and checks to resist falling or being knocked prone and on Wisdom (Insight) and Wisdom (Perception) checks that don't rely on sight.
Magic Sight
You begin to perceive the magic all around. You are always under the effects of the detect magic spell out to range of half your blindsight distance. You gain gain 30 feet tremorsense, this sense works with any surface you are in contact of
Sense Absolution
You’ve mastered the fusion of your heightened senses with the rhythm of battle, allowing you to perceive the world with supernatural clarity.
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You gain permanent Truesight out to 30 feet.
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As a bonus action, you can enter a state of heightened awareness for 1 minute. While in this state:
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Your Truesight and Tremorsense extend to 60 feet.
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You ignore all cover and concealment when making attack rolls.
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You do not suffer disadvantage on attack rolls from being blinded, in darkness, or against a creature that is invisible or hidden from sight.
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While in this heightened state, you can use the following abilities:
Focused Assault. As a bonus action, you can spend 3 Focus Points to target one creature within your Truesight's range, you harness all your senses to feel their movement patterns and attacks. You have advantage on all attack rolls against that creature until the end of your next turn, and that creature has disadvantage on all attack rolls against you until the end of their next turn.
Sonic Disruption. When you hit a creature with an unarmed strike or monk weapon, you can spend 2 Focus Points to force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier + your Wisdom modifier). On a failed save, the creature is either blinded or deafened (your choice) until the end of your next turn.
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You can enter this heightened state once per long rest for free. Each additional use before finishing a long rest requires 3 Focus Points, and the Focus Point cost of all listed abilities increases by 2 for each subsequent activation of this feature.
Previous Versions
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10/9/2025 1:33:18 PM
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Coming Soon
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