4.3 KiB
| source |
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| ToV - Players Guide.pdf |
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Those few monks who coax and feed the shadows from beyond the veil may bond with the all-consuming darkness. They can conjure life-devouring expanses of shadow, peer beyond the material world, and funnel that endless hunger into a strike that bridges the gap between here and beyond.
| Flickering Dark Progression | |
|---|---|
| Monk Level | Features |
| 3rd | Dark Flame, Obsidian Eyes |
| 7th | Grace of Umbra |
| 11th | Feeding Dark |
| 15th | Strike of Searing Shadow |
Dark Flame
3rd-Level Flickering Dark Feature
As a bonus action, you can spend 2 technique points to shroud yourself in a 10-foot radius of coiling, flickering magical darkness. The darkness moves with you, remaining centered on you, and lasts for 1 minute. It can’t be dispelled by a spell of 5th circle or lower.
When you first summon the dark flames, choose one of the following properties:
- Clawing Shadows. Creatures that enter the darkness for the first time on a turn or end their turn within it take necrotic damage equal to your martial arts damage die. You regain hit points equal to the necrotic damage dealt. Constructs and Undead are unaffected.
- Grasp of Nothingness. Your unarmed strikes deal additional necrotic damage equal to your PB.
- Spreading Darkness. While the darkness is active, you can use an action to spend 1 technique point to cast the darkness spell without expending a spell slot or material component. This spell ends if you cast it again or dismiss it (no action required).
At 11th level, you can choose two options instead of one each time you use this feature.
Obsidian Eyes
3rd-Level Flickering Dark Feature
With 1 minute of quiet meditation (which can be done as part of a rest), you fill the eyes of a willing creature, including yourself, with inky black shadow. Until that creature finishes a long rest, it can see in dim light, darkness, and magical darkness as if it were bright light, to a distance of 60 feet. You can have this effect active on only one creature at a time.
At 7th level, the target can see invisible creatures. At 11th level, the target can’t be blinded.
Grace Of Umbra
7th-Level Flickering Dark Feature
A wisp of true darkness shrouds your movement. When you use your Step of the Wind technique, you become as insubstantial as darkness until the end of your next turn. While you aren’t in sunlight, you and everything you’re carrying and wearing becomes intangible, and you can move through small holes, cracks, and narrow openings.
In addition, you can spend 1 additional technique point as part of the same bonus action to teleport up to your speed to an unoccupied space that you can see within an area of dim light, darkness, or magical darkness.
At 15th level, you have resistance to all damage, except radiant, while this feature is active.
Feeding Dark
11th-Level Flickering Dark Feature
Your hold over shadow siphons energy from those around you. Creatures that start their turn within an area of magical darkness created by you must succeed on a CON save or deal only half damage with weapon attacks that use STR or DEX until the end of its turn.
Whenever a creature succeeds or fails its save against this feature, you can use your reaction to teleport up to 1 mile to a space adjacent to the target. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 technique points to do so.
Strike of Searing Shadow
15th-Level Flickering Dark Feature
When you hit a target with a melee attack, you can use your reaction to spend 5 technique points. When you do, your strike carries a touch of infinite nothingness. The target must make a CON save, taking 3d10 fire damage and 3d10 necrotic damage on a failed save or half as much damage on a successful one. Each creature of your choice within 30 feet of the target must succeed on a STR save against your technique save DC or take 2d10 force damage and be pulled up to 20 feet directly toward the target.
When you reduce a creature to 0 HP with this feature, it is reduced to ash, and its shadow remains permanently affixed to the surface upon which it died. You gain a number of temporary hit points equal to half the creature’s hit point maximum.