Base Class: Monk
Monks who pursue the Way of the Shadow Sun study good and evil, light and dark, and seek to find power in their balance. These monks are highly skilled at manipulating ki, both to heal ans sap vitality. However, a Shadow Sun monk dervies their power from within, by understanding thier own righteousness and their personal shadow of evil. Only when a student of the shadow sun has accepted their own duality do they graduate to become a shadow sun ninja.
Touch of the Shadow Sun
Starting when you choose this tradition at 3rd level, your touch drains vitality and heals wounds. You can spend a ki point as an action to make an unarmed strike against a creature within your reach. On a hit, the target takes an additional 3d6 necrotic damage. Record the amount of necrotic damage dealt. You can't use this ability again until you use your action to touch a willing creature within your reach, restoring an amount of hitpoints equal to the damage recorded.
Shadow Sun Void
At 6th level, while you are not carrying a shield, you can use your bonus action to manifest a barrier of light. For 1 minute, or until you are hit, you have a +2 bonus to AC, as if you were weilding a shield. When you are hit, the shield shatters in a wave of inky black energy. Each creature within 5 ft of you must make a dexterity saving throw or take 1d10 + WIS modefier necrotic damage.
Once you use this ability, you must finish a short or long rest before using it again.
Blinding Darkness
By 11th level, when you begin your turn hidden in dim light or darkness, you can emerge in a blinding flash of light as a bonus action. Creatures within 20 feet of you must make a Constitution saving throw. A creature is blinded on a failed save, and you have advantage on attack rolls against it until the end of your turn.
Balance of Light and Darkness
Starting at 17th level, when you use your Flurry of Blows, your first additional attack deals an extra 1d10 radiant damage, and your second attack deals an extra 1d10 necrotic damage







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