Base Class: Monk
Shadow Boxers are fighters who punch through darkness, misdirection, and fear. They treat combat like a midnight prizefight, weaving between light and shadow, leaving afterimages where their bodies used to be, and striking with fists wrapped in gloom.
Shadow Boxer Technique
When you choose this subclass at 3rd level, you learn to turn darkness into footwork and fear into force.
Shadow Guard. While you are in dim light or darkness, you can take the Dodge action as a Bonus Action. If you spend 1 Focus Point when you do so, you also gain Temporary Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier.
Gloom Jab. Once on each of your turns when you hit a creature with an Unarmed Strike, you can deal extra Necrotic damage equal to one roll of your Martial Arts die if you are in dim light or darkness.
Boxer’s Footwork. You gain proficiency in the Acrobatics or Intimidation skill.
Slip Through Shadow
At 6th level, your movement becomes a blur of feints and vanishing steps.
When a creature you can see misses you with an attack, you can use your Reaction and spend 1 Focus Point to teleport up to 15 feet to an unoccupied space you can see that is in dim light or darkness. Immediately after teleporting, you can make one Unarmed Strike against a creature within reach.
In addition, your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, if they do not already.
Afterimage Counter
At 11th level, your shadow lingers behind you like a second fighter.
When you use Flurry of Blows, you can create a shadowy afterimage in your space until the start of your next turn. The first time a creature misses you with an attack while the afterimage remains, the attacker takes Necrotic damage equal to two rolls of your Martial Arts die.
Also, when you hit a creature with both attacks granted by Flurry of Blows on the same turn, you can move up to 10 feet without provoking Opportunity Attacks.
Champion of the Black Ring
At 17th level, you become a living nightmare in the ring of battle.
As a Bonus Action, you can spend 4 Focus Points to enter the Black Ring for 1 minute. For the duration:
• You are surrounded by supernatural dim light in a 10-foot Emanation.
• You have Resistance to Necrotic damage.
• Once on each of your turns, when you hit with an Unarmed Strike, you can deal extra Necrotic damage equal to two rolls of your Martial Arts die.
• When a creature starts its turn within 10 feet of you, you can force it to make a Wisdom saving throw against your Focus save DC. On a failed save, it has Disadvantage on the next attack roll it makes before the start of its next turn.
Once you use this feature, you cannot use it again until you finish a Long Rest unless you spend 4 Focus Points to use it again.
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