Monk (Way of Shadow)
Hit Points
Hit Dice: d8 per Monk (Way of Shadow) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st
Proficiences
Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Overview & Creation
"Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does." ~PHB, Page 76
This block details the Way of Shadow directly.
Creating a Monk
As you make your monk character, think about your connection to the monastery where you learned and spent your formative years. Consider why you left.
In addition to the (paraphrased) details from the PHB, consider why you seek to follow the Way of Shadow (or why you have already chosen this path). What are the implications of such a choice?
Quick Build
You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.
- Dexterity is for your AC from Unarmored Defense, your Martial Arts damage, and many of your weapon choices are Finesse weapons and thus make use of Dexterity.
- Wisdom is for your Ki ability and most things related to Ki, as well as your Unarmored Defense.
- When choosing a background, it is ultimately up to you as a player. Acolyte is also good for a monk. Way of Shadow monks are also interesting when using Charlatan, Criminal, or Urchin from the PHB. Faceless from Descent Into Avernus, and many of the backgrounds from SCAG also are interesting options for monks seeking Way of Shadow.
Class Features
Monk Abilities
The following abilities are granted to you at certain monk levels.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons.
Your monk weapons are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
- You may use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You may roll the martial arts dice as seen on the table below in place of your normal damage for your unarmed strikes or monk weapon. This dice changes as you gain levels in this class.
- When you take the Attack action on your turn with an unarmed strike or monk weapon, you may make a unarmed strike as a bonus action.
Ki
Starting at 2nd level, your training allows you to harness the mystical energy of ki.
- You have a number of ki points as represented by your Monk level, and also shown below on the table.
- You may spend these points to fuel various ki features. At 2nd level, you start with Flurry of Blows, Patient Defense, and Step of the Wind. All ki abilities will be detailed at the end of this class features list.
- You regain any spent ki points by finishing a short or long rest, during which you spend at least 30 minutes meditating.
- Some ki features require your target to make a saving throw. Your Ki Save DC is equal to 8 + your proficiency bonus + your Wisdom modifier.
Unarmored Movement
Starting at 2nd level, your speed increases based on your monk level. This can be seen in the table below, and starts at 10 feet. It increases to 15 at 6th level, 20 at 10th level, 25 at 14th level, and 30 at 18th level.
At 9th level, you can move along vertical surfaces and across liquids without falling during the move.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when hit with a ranged attack. When doing so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.
Should you reduce the damage to zero, you catch the missile if it is small enough to hold in one hand and you have at least one hand free.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th levels, you may increase any one ability score by 2, two different ability scores by 1, or, if your DM allows it or uses them, take one feat for which you qualify. You cannot increase a score above 20.
Slow Fall
Beginning at 4th level, you may use your reaction when you fall to reduce the falling damage you take by five times your monk level.
Extra Attack
Beginning at 5th level, you can attack twice whenever you take the Attack action.
Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the sake of overcoming resistance/immunity to non-magical weapons.
Evasion
Starting at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to avoid damage, you now take no damage on a success and half on a failure.
Stillness of Mind
Starting at 7th level, you may use an action to end one effect on yourself causing you to be charmed or frightened.
Purity of Body
At 10th level, your mastery of the ki flowing through you grants immunity to disease and poison.
Tongue of the Sun and Moon
Starting at 13th level, you you learn to touch the ki of other minds and as a result can understand all spoken languages. Moreover, any creature that can understand a language can understand you.
Diamond Soul
Starting at 14th level, you gain proficiency in all saving throws.
Timeless Body
At 15th level, your ki sustains you. You suffer no effects of old age, cannot be aged magically, and do not require food or water. You may, however, still die of old age.
Empty Body
At 18th level, you gain two new ki abilities to become invisible or duplicate the astral projection spell. This is detailed at the end of the class features list.
Perfect Self
At 20th level, when you roll for initiative and have no ki remaining, you regain 4 ki.
Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. Some call themselves ninja or shadowdancers, and typically serve as spies and assassins. The following are the features you gain under the Way of Shadow, in order.
Shadow Arts
Starting at 3rd level, when you begin on the Way of Shadow, you may use your ki to duplicate the effects of certain spells (see below). Further, you gain the minor illusion cantrip.
Shadow Step
At 6th level, you have the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action you may teleport up to 60 feet to an unoccupied space of dim light or darkness that you can see. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When in an area of dim light or darkness, you may use your action to become invisible. You remain invisible until you make an attack, cast a spell, or enter bright light.
Opportunist
At 17th level, you can exploit a momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by a creature other than you, you may use your reaction to make a melee attack against that creature.
Ki Abilities
You may spend ki points to use these abilities.
Flurry of Blows
2nd Level
Costs 1 Ki
Immediately after you take the Attack action, you may make two unarmed strikes as a bonus action.
Patient Defense
2nd Level
Costs 1 Ki
You take the Dodge action as a bonus action.
Step of the Wind
2nd Level
Costs 1 Ki
You take the Dash or Disengage action as a bonus action and your jump distance is doubled for the turn.
Throw Missile
3rd Level
Costs 1 Ki
If you catch a missile with your Deflect Missiles ability, you may spend 1 ki point to immediately throw the caught ammo or weapon as a part of the same reaction. This attack is made with proficiency, and the missile counts as a monk weapon. The normal range is 20 feet, the long range is 60 feet.
Shadow Arts
3rd Level
Costs 2 Ki
As an action, you can cast any one of the following spells without providing material components.
- Darkness
- Darkvision
- Pass Without Trace
- Silence
Stunning Strike
5th Level
Costs 1 Ki
When you hit another creature with a melee attack, you may attempt a stunning strike. The target must succeed a Constitution saving throw or be stunned until then end of your next turn.
Diamond Soul
14th Level
Costs 1 Ki
Should you make a saving throw and fail, you may use this ability to reroll it and take the second result.
Empty Body Invisibility
18th Level
Costs 4 Ki
You use your action to become invisible for 1 minute ( or 10 rounds). During this time, you have resistance to all damage except for force damage.
Empty Body Astral Projection
18th Level
Costs 8 Ki
You use your action to cast astral projection without the need for material components. You cannot take other creatures with you.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- 10 darts
Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
---|
1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
3rd | +2 | 1d4 | 3 | +10 ft. | Deflect Missiles, Shadow Arts |
4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Shadow Step |
7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement Improvement |
10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
11th | +4 | 1d8 | 11 | +20 ft. | Cloak of Shadows |
12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
17th | +6 | 1d10 | 17 | +25 ft. | Opportunist |
18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |