Base Class: Monk
This monastic tradition is said to have originated with a wrathful devil, filled with rage and deprived of his sight. Some monasteries say he was just a mortal who achieved greatness by channeling his rage into his martial arts, while others claim he was a possessed monk who sought inner peace through combat. Monks who choose to follow in his footsteps deprive themselves of sight to hone their other senses. Some monks take on this tradition to become protectors of the weak sworn to dish out justice. Other monks, filled with hate and rage, use this tradition to achieve great power at any cost.
Level 3: Devil's Sight
When you choose this subclass at 3rd level, your training has honed your senses to supernatural levels. You gain the following benefits when you are Blinded. These benefits only apply if you are wearing a blindfold, have removed your eyes, or use some other permanent or semi–permanent method beyond just closing them.
- You do not have disadvantage on attack rolls as a result of being Blinded, and creatures do not have advantage on attack rolls against you.
- In place of your normal sight, you gain Blindsight with a range equal to twice your unarmored movement speed.
- You have advantage on all Wisdom (Perception) checks that rely on hearing and smell.
Additionally, you learn the spell Hunter’s Mark, and can cast it at its lowest level a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest. When you cast Hunter's Mark in this way, you do not need to see the creature, and instead can target a creature if it is within your Blindsight range.
Level 3: Tools of Justice
Also at 3rd level, while you are wielding a club or sickle, it gains the thrown property (20/60), and returns to your hand after being thrown. Additionally, if you are wielding a light weapon in each hand, you may use them during your Flurry of Blows in place of unarmed strikes.
Empowered Armaments
At 6th level, monk weapons you are holding benefit from your Empowered Strikes feature.
Furious Techniques
Additionally at 6th level, you learn a set of techniques that aid in your pursuit of justice.
Devil’s Latch. Using 1 Focus Point when you take the Attack action on your turn, you summon spectral chains that wrap around your arms during a melee attack. The attack’s reach extends by 20 feet, and if the attack hits, the creature hit by the attack takes an extra 1d4 Force damage and is pulled up to 20 feet in a straight line towards you.
Devil’s Chain. As an action, you can expend 2 Focus Points to make a single melee attack against a creature within 10 feet of you, channeling the fury and reach of a Chain Devil. This attack deals damage equal to three rolls of your martial arts die plus your Dexterity modifier, and you gain temporary hitpoints equal to half the damage dealt.
Sonar Sense. As a bonus action, you can spend 1 Focus Point to send out a mental ping, extending your Blindsight by 20 feet. Additionally, any hostile creature within 60 feet of you who is hiding or behind a total cover surface like a wall or door must make a Dexterity (Stealth) check contested with your Wisdom (Perception) check. If they fail this contested check, they are treated as being fully visible to you for 1 minute, and do not benefit from half or three quarters cover against your attacks. You cannot use this feature if you are deafened.
Devilish Tactics
Nobody can escape your hunt. At 11th level, When you cast Hunter’s Mark, you cast it as if using a 5th level spell slot by expending 1 Focus Point.
Additionally, you can cast Shadow of Moil by expending 4 Focus Points. When cast in this way, it does not require concentration, and lasts the full duration unless dispelled by Dispel Magic or an antimagic field.
LET THE DEVIL OUT!!!!!
At 17th level, you can unleash your supernatural rage upon your enemies. As a bonus action, you can spend 6 Focus Points to enter a state known as Beastly Fury. This feature lasts for 1 minute, but ends early if you are unconscious, die, or end it as a bonus action. While this feature is active, you gain the following benefits:
- Creatures receive the Blinded condition when inside your Blindsight radius, unless they are immune to said condition.
- Creatures take an extra 1d8 psychic damage from all attacks you make for the duration.
- Creatures treat the area within your Blindsight range as difficult terrain.
- If you kill a creature or score a critical hit during your Beastly Fury, you regain 1d6 Focus Points.
You can use this feature twice, and regain all expended uses when you finish a long rest.
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