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Shadow Monk
\pagebreak ##### Monk: #### Way of the Shadow
>
***Monks of the Way of Shadow have learned to harness Ki to release and manipulate arcane energies from the Shadowfell. These monks might be called ninjas or shadowdancers, and they often serve as spies and assassins. Some monasteries are like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Shadows move silently, and rarely draw attention to themselves.*** ##### Monastic Discipline *Third level Way of the Shadow feature.*
* You gain proficiency in one skill based on specific monastic apprenticeship (example: Arcana, Religion, or History for scholar, etc.) * Additionally, you become an expert in a previously-known skill, doubling your proficiency bonus for that skill. ##### Shadow Sight *Third level Way of the Shadow feature.*
* You can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet. You can't discern color in darkness, only shades of gray. * As an action, you can share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum: 1). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you spend a Ki share it again. * While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. ##### Shadow Arts *Third level Way of the Shadow feature.*
You can use your ki to duplicate the effects of certain dark, shadowy spells.
| Spell | Ki Cost | |:---|:------:| | **Arms of Hadar** | **1** | | **Darkness** | **2** | | **Darkvision** | **2** | | **Pass without trace** | **2** | | **Shadow Blade** | **2** | | **Shadow Mark (new)** | **1** | * You can cast these and future Shadow Art spells without providing material components. You can supply any necessary somatic components with a free hand or while wielding a weapon with which you are proficient.
* You also gain the *minor illusion*, *light* and *mage hand* cantrips if you don't already know them. \columnbreak ___ > #### Shadow Arts Upcasting > >|
Spell | Min
Monk
Level | Max
Spell
Level |
Ki
Cost | Necrotic
Damage | >|:-----------|:---:|:---:|:---:|:--------:| >| **Arms of Hadar** | **3** | **1** | **1** | **2d6** | >| | **3** | **2** | **2** | **3d6** | >| | **5** | **3** | **3** | **4d6** | >| | **7** | **4** | **4** | **5d6** | >| | **9** | **5** | **5** | **6d6** | > >|
Spell | Min
Monk
Level | Max
Spell
Level |
Ki
Cost | Psychic
Damage | >|:-----------|:---:|:---:|:---:|:--------:| >| **Shadow Blade** | **3** | **2** | **2** | **2d8** | >| | **5** | **3** | **3** | **3d8** | >| | **9** | **5** | **5** | **4d8** | >| | **14** | **7** | **7** | **5d8** | >
### ##### New Spell: Shadow Mark *1st level divination* ___ - **Casting Time:** Bonus Action - **Range:** 120 ft. - **Components:** S - **Duration:** 1 hour ___ You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra martial die’s worth of force damage to the target each time you hit it with an attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you regain 1 Ki, and you can use a bonus action on a subsequent turn of yours to mark a new creature.
###
##### Shadow Step *Level 6 Way of the Shadow feature.*
You can 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. * You can overcome the dim light or darkness limitation by spending 1 ki point. * At level 11, your maximum distance doubles to 120 feet. \pagebreak ##### Shadow Climb *Level 11 Way of the Shadow feature.*
Just as shadows can move across any suface unimpeded, you have gained the ability to do so as well. This ability mimics the spell *spider climb*, taking a bonus action to activate and lasting one hour. However, it is self-only and requires no components, somatic elements or verbalizations: it merely requires the will to enable the ability. * Until the ability ends, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to its walking speed. * You can activate this ability a number of times equal to your WIS modifier (minimum: 1), and regain all uses after a long rest. ##### Shadow Form *Level 17 Way of the Shadow feature.*
You can use a bonus action to transform yourself into a shadowy form. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. * Any weapons (and ammo) that are on you when you transform turn into shadow as well. You can attack with these weapons or unarmed strikes as normal, but all damage is changed to force. * For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. * In this form, you have resistance to all damage except force and psychic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. * You are immune to non-magical weapons; you are immune to the prone condition; and you cannot be grappled or restrained by non-magical means. * While in Shadow Form, you gain flight equal to your movement speed. * You can activate this ability a number of times equal to your WIS modifier (minimum: 1), and regain all uses after a long rest. \columnbreak >
**Build notes:** When conceptualizing a Shadow Monk, I pictured a Shadar-Kai or Dhampir weilding a spiked chain. I included some reference information on the following pages.
**Art:**
Freepik.com
**Author:** axeman@eskimo.com
\pagebreak ### Shadar-Kai *(Mordenkainen Presents: Monsters of the Multiverse)*
***Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.***
***Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.***
***Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.***
***Like other elves, shadar-kai can live to be over 750 years old.***
* **Ability Score Increase.** When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20. * **Creature Type.** You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Blessing of the Raven Queen.** As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. * Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. * **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. * **Fey Ancestry.** You have advantage on saving throws you make to avoid or end the charmed condition on yourself. * **Keen Senses.** You have proficiency in the Perception skill. * **Necrotic Resistance.** You have resistance to necrotic damage. * **Trance.** You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. * Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. \columnbreak * **Languages.** Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. ### Spiked Chain
*(Opional Prerequisite: Chain Weapon Feat)*
* **1d6 piercing**
**Properties:** disarm, finesse, grapple, monk weapon, reach, versitile (2d4)
The Spiked Chain is the traditional weapon of the Shadar-Kai. A spiked chain is a length of chain links interspersed with wicked spikes. It is generally considered to be a monk weapon, but proficiency is not automatically gained by joining the monk class. When long enough (versatile), it can be wielded as two light weapons that each deal 1d6 piercing damage, but doesn’t have reach when wielded this way. You can also make a special attack with either end against any Large or smaller creature, dealing no damage but forcing the target to make a Strength or Dexterity saving throw (DC 8 + your Proficiency bonus + your Dexterity modifier). On a failed saving throw, the target is grappled. You can grapple only one creature at a time. When using a versatile spiked chain, while a creature is grappled you can continue to use the other end of the weapon, but it loses the reach property and deals 1d6 piercing damage. You can wield it with only one hand, spinning it around, etc., and you can switch from using one hand to the other one or both. When you make a two-handed attack (2d4), you can be grasping the weapon with only one hand, but the other hand must be empty and free to swing as a counter balance or come forward to catch the chain, etc. Both hands must be active in wielding the weapon to get the 1d8 damage die. ###
#### Chain Mastery Feat You master chain weapons such as the chain sickle, meteor hammer, and spiked chain. You are considered proficient with these weapons and gain the following benefits when using any of them: * You are proficient with chain weapons. * While your chain weapon has the reach property, a target you attack with it gains no benefits from half or three-quarters cover. * When you attack a target grappled by one end of your the chain weapon with the opposite end of the weapon or with an unarmed strike, you roll the attack with advantage. \pagebreak # Magic Items for Monks
> This is a list of great magic items for monks that are *common, uncommon, and rare*. The list is broken up into three categories: offense, defense and utility. This list is not complete, but is a good reference to create a *wish list* for DM rewards or as a player shopping reference. Specific weapons aren’t listed.
### offense ##### Bracer of Flying Daggers Source: Waterdeep - Dragon Heist
*Wondrous item, rare (requires attunement)*
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. ##### Boots of Haste Source: Tal'Dorei Campaign Setting Reborn
*Wondrous item, very rare (requires attunement)*
While you wear these boots, you can click your heels together to cast the Haste spell on yourself as a bonus action. You don't suffer from lethargy when the spell ends when cast using these boots. Once this property is used, it can't be used again until the next dawn. > **Spell:** Haste
Source: Player's Handbook
*3rd-level transmutation*
**Casting Time:** 1 action
**Range:** 30 feet
**Components:** V, S, M (a shaving of licorice root)
**Duration:** Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
***Spell Lists.*** Artificer, Sorcerer, Wizard \columnbreak ### Defense ##### Bracers of Defense
Source: Dungeon Master's Guide
*Wondrous item, rare (requires attunement)*
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. ##### Cloak of Displacement
Source: Dungeon Master's Guide
*Wondrous item, rare (requires attunement)*
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. ##### Cloak of Protection
Source: Dungeon Master's Guide
*Wondrous item, uncommon (requires attunement)*
You gain a +1 bonus to AC and saving throws while you wear this cloak. ##### Dragonhide Belt
Source: Fizban's Treasury of Dragons
*Wondrous Item, uncommon (+1), rare (+2), or very rare (+3) (Requires Attunement by a Monk)*
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. ##### Ring of Protection
Source: Dungeon Master's Guide
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring. ##### Ring of Evasion
Source: Dungeon Master's Guide
*Ring, rare (requires attunement)*
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. \pagebreak ### Utility ##### Bag of Holding
Source: Dungeon Master's Guide
*Wondrous item, uncommon*
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. ##### Boots of Elvenkind
Source: Dungeon Master's Guide
*Wondrous item, uncommon*
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. ##### Cloak of Elvenkind
Source: Dungeon Master's Guide
*Wondrous item, uncommon (requires attunement)*
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. ##### Earring of Message
Source: Critical Role - Call of the Netherdeep
*Wondrous item, common*
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the Message spell. The earring regains 1d4 + 1 expended charges daily at dawn. ##### Gloves of Thievery
Source: Dungeon Master's Guide
*Wondrous item, uncommon*
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. \columnbreak ##### Ring of Free Action
Source: Dungeon Master's Guide
*Ring, rare (requires attunement)*
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. ##### Wings of Flying
Source: Dungeon Master's Guide
*Wondrous item, rare (requires attunement)*
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. ##### Winged Boots
Source: Dungeon Master's Guide
*Wondrous item, uncommon (requires attunement)*
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
##### Magic Item Guidelines *An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one **ring of protection** at a time.*
*A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.*
> **Note:** The [Unearthed Arcana 2023: *Player’s Handbook* Playtest 8](https://media.dndbeyond.com/compendium-images/ua/ph-playtest8/gHvtmY50loGLgQUb/UA2023-PH-Playtest8.pdf "UA 8") includes revamped Barbarian, Druid, and Monk classes for 5e. Updating “Ki” points to “Discipline” points is all that is necessary for compatibility with this Shadow Monk homebrew subclass.