Way of the Dark
Subclass of: Monk
The Way of the Dark offers a unique discipline for monks who embrace the absence of light as their domain, transcending the need for sight to engage with the world around them. These monks, often found in the deepest shadows of the world like The Dark Below, relinquish their vision to sharpen their other senses, achieving a heightened state of awareness that makes them formidable opponents in any environment. Whether through a philosophical pursuit of enlightenment or practical necessity due to the ever-present darkness of their surroundings, Way of the Dark monks hone their abilities to detect the slightest disturbances in the air, hear the faintest noises, and sense the presence of others with uncanny precision. This path is not for the faint of heart, as it demands a profound commitment to live beyond the realm of sight, relying instead on an acute awareness that few can imagine. Through rigorous training, these monks become masters of their environment, capable of sensing threats from all directions and responding with swift, precise strikes that leave adversaries bewildered and defeated. The Way of the Dark is a testament to the adaptability and resilience of the monk, proving that even in the deepest shadow, one can find the way.
Monks of the Way of the Dark forgo sight to focus on their other senses, tuning their bodies and minds to respond to the world around them without vision. Some Way of the Dark monks believe this practice draws them closer to enlightenment, while others choose the path as they live their lives in places of total darkness, or where darkness is so prevalent sight is simply a luxury. Way of the Dark monks have superb senses, and are always on the alert, it is almost impossible to sneak up on such a monk or surprise them. Way of the Dark monks are most common in The Dark Below, the pitch black tunnels holding few surprises they are not ready for.
Blind Brawler
3rd-level Way of the Dark feature
When selecting this subclass at the 3rd level, you sacrifice your sight and instead rely on your other senses.
You are granted blindsight to perceive creatures and the environment around you. You gain blindsight out to 60 feet and your blindsight range increases by 10 feet when you reach 5th level (70 feet), 11th level (80 feet), and 17th level (90 feet). You gain immunity to the blinded condition but you are blind (and considered blinded) beyond the radius of your blindsight. In addition, if you are deafened, you are considered blinded.
Superb Senses
3rd-level Way of the Dark feature
Your reliance on your senses other than sight grants you advantage with Wisdom (Perception) checks that rely on any sense other than sight.
Blind Brawler, 5th Level
Your Blindsense increases to 70 feet.
Readied Response
6th-level Way of the Dark feature
Your enhanced senses ensure you are always aware of threats around you.
Each round you have a number of reactions equal to half your proficiency bonus rounded up.
These additional reactions may only be used to make opportunity attacks. In addition, after you hit a creature with an opportunity attack you can spend 4 ki points to reduce the creature's speed to 0 for the rest of its turn.
Blind Brawler, 11th Level
Your Blindsense increases to 80 feet.
Hypervigilant
11th-level Way of the Dark feature
Your heightened senses grant you the following benefits:
You have advantage on Initiative checks, so long as your other senses are not negatively affected at the start of combat.
You can’t be surprised while you are conscious.
The range of your hearing is doubled and is not impeded by walls or doors within this range.
You can hear the subtle changes in the smell, respiration, and other bodily functions of other creatures, you have advantage on Wisdom (Insight) checks.
Blind Brawler, 17th Level
Your Blindsense increases to 90 feet.
Meticulous Master
17th-level Way of the Dark feature
At the 17th level you can use ki points to enhance your senses:
You can spend 1 ki point to reroll a failed Wisdom (Perception) check that relies on senses other than sight, you must use the new roll.
You can spend 3 ki points to reroll a failed Dexterity saving throw that was rolled to avoid taking damage from an area of effect attack such as a dragon’s breath weapon or a fireball spell. You must use the new roll.
You can spend 5 ki points to attempt to blind a creature, the next time you hit with a melee weapon attack, the target must make a Constitution saving throw against your ki save DC or be blinded for the next 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can spend 10 ki points to release a burst of ki energy. All creatures within a 10 foot radius of you must make a Constitution saving throw against your ki save DC. On a failure, a creature takes 8d6 force damage and is blinded for 1 minute. On a success, a creature takes half the damage but is not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you have used this feature, you cannot use it again until you finish a long rest.