Monk
Base Class: Monk

Monks of the Way of the Rebellious Shadow came to being monks through... unconventional means. These monks are likely former criminals who might have otherwise become Rogues had they not been sent to a Monastery or Temple as a form of prison sentence early in their development.  They have carried over certain habits and abilities from their former path, along with a healthy rebellious attitude.  Like their Rogue counterparts they have a place firmly within the shadows and are adept at stealth and may have lingering connections to the underworld and black markets.  Unlike their counterparts however the Monks spiritual training has given them some degree of power over and access to the shadows themselves.


Calling Forth Shadows

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 1 ki points to cast darkvision, or pass without trace, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

At 10th level your skill in using ki has grown.  As an action, you can spend 2 ki points to cast black tentacles, or vampiric touch. Additionally, you learn the message if you don't already know it.

Open Hand/Augmented Fist

You're rebellious nature has led you to co-opt skills working with fabrics, hides and metals learned while at your Temple or Monastery for repairs and chores.  Using these skills you gain proficiency with Weaver's toolsLeatherworker's tools, and Smith's tools while creating your own Fist Weapons.  These are largely simple weapons which cover the hand and/or forearm to strengthen unarmed blows and while equipped are treated as unarmed blows.  These Fist Weapons can be as simple as strips of fabric wrapped to reinforce the wrist and cushion the knuckles or a set of brass knuckles to more complex and/or enchanted items like gauntlets and Tekko-Kagi.  Items like the Gauntlets of Ogre power would obtain a damage when used  as well.  The damage, enchantments, or effects of these weapons will be decided by your DM, but being imaginative with materials can only work to your advantage.

Working in Shadows

At 6th level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The amount of the extra damage increases.  2d6 at 8th level, 3d6 at 11th level,  4d6 at 13th level, 5d6 at 15th level, and 6d6 at 17th level.

Additionally, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Becoming Shadow

At the 11th level, you have learned to meld into the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

You Cannot Escape The Shadows

At 17th level, when you get an attack of opportunity from a creature leaving melee you deal an additional 3d6 necrotic damage.  On hit you can use 5 ki points to force the target to make a DEX save or be knocked prone

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