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# The Way of the True Night ## Blind Faith The Way of the True Night is a Monastic Tradition rooted in the idea that the material world is filled with illusion meant to mislead and lie to us. Monks who follow this Way train extensively in closed, unlit rooms, or gloomy caverns, or deep forests on starless nights. They train to rid themselves of reliance on their eyes, which are vulnerable to deception and enchantment. They refer to this state of enhanced blindness as "the True Night." A monk of the Way of the True Night finds clarity in darkness. Free of distractions, they are able to sense and know the truth of things more readily than those who believe in what they see. ## Subclass Features ### Body of the Blunderer *3rd-level Way of the True Night feature*
Training to eschew one of your primary senses is hard and results in a great deal of injury, and you have consequently trained yourself to be exceptionally resilient. When you finish a long rest, you gain a number of temporary hit points equal to twice your monk level. ### Sight of the True Night *3rd-level Way of the True Night feature*
By shunning your sight, you have become adept at discovering the truth of things through the enhancement of your other senses. You gain proficiency in the Insight and Perception skills. Beginning at 11th level, your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, you can use your Action to enter the True Night. You do this by removing your eyesight, whether by closing your eyes, blindfolding yourself, or donning a special mask given by your monastery which lacks eyeholes. While in the True Night, you gain the following attributes: * You are immune to the *blinded* condition * You can't see and automatically fail any ability check that requires sight. * You have tremorsense out to a distance equal to 5 times your monk level. * When you take the Attack action on your turn, you can spend 2 ki points to grant yourself advantage on all attack rolls you make until the end of your current turn. You remain in this state until you take your next long rest, or until you use a bonus action to end it. \columnbreak ### Touch of Nightfall *6th-level Way of the True Night feature*
Though you have trained to live in darkness, most creatures have not, and you know how to manipulate pressure points to turn this to your advantage. As an action, you can spend 1 ki point to touch a creature and subject it to the *blinded* condition until the end of your next turn. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point. ### Clarity in Darkness *11th-level Way of the True Night feature*
While in the True Night state, you have advantage on Dexterity checks and saving throws. Additionally, you can add your Wisdom modifier to any ability check made to find traps, hidden doors, or see through illusion magic, even if that check already includes your Wisdom modifier. ### Staggering Strike *17th-level Way of the True Night feature*
You admonish those who do not share your clarity with frightening precision. When you hit a creature which has the *blinded* condition with an attack roll, you can spend 2 ki points to force that creature to make a Constitution saving throw. On a failure, it takes 5d10 thunder damage, and is subjected to the following effects: * Any speed it has can be no higher than 10 feet. * It has disadvantage on attack rolls, ability checks, and saving throws. * If it tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. These effects last for 1 minute or until you choose to end them (no action required), you use this feature again, or the creature dies. You can have only one creature under the effect of this feature at a time.