As a way of the Shadow Monk, you have gained a nightmarish power from a traumatic experience influenced by magical forces. Your skin is chilling to the touch, and your eyes hold lingering darkness within them. While sleeping, you don't appear to breathe, though the air still circulates through your lungs via more subtle means.
Subclass Features
As a Shadow Monk, you gain the following features.
1Monastic Mantras
Add the following four mantras to your list of mantra options:
Shadow Leap.
You can use a bonus action to quickly summon spectral hands to allow you to leap 20 feet in a straight line in any direction including up. This leap does not count towards the amount of movement you can use on your turn.
Greater Shadow Leap (5th level) The leap distance increases to 30 feet.
Superior Shadow Leap (9th level) The leap distance increases to 40 feet.
Spectral Grasp.
When you hit a Large or smaller creature with an unarmed attack roll, you can attempt to grapple them as part of the same action. The target must make a Strength saving throw or be grappled by you. If they are grappled by one of your spectral hands, you can move them to any space within the reach of your spectral hands.
Greater Spectral Grasp: (5th level) You can use this mantra against Huge creatures.
Superior Spectral Grasp: (9th level) You can use this mantra against Gargantuan creatures.
Dark Presence.
When you make an Insight) or Intimidation check, you may add 1d6 to the roll.
Greater Dark Presence (5th level) You may add 1d8 to the roll instead of 1d6.
Superior Dark Presence (9th level) You may add 1d10 to the roll instead of 1d8.
Fade.
When a large or smaller creature hits you with a weapon attack, you can use your reaction to turn invisible until the start of your next turn.
Greater Fade: (5th level) You can use this mantra against huge creatures.
Superior Fade: (9th level) You can use this mantra against gargantuan creatures.
1Dark Arts
You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, pass without trace, or silence, without providing material components.
3Spectral Hands
Your power manifests in the form of invisible hands that you can summon to do your bidding. You can spend a ki point to summon a number of spectral hands equal to your proficiency bonus for 10 minutes. These hands cannot be seen directly, but cast a visible shadow and can be seen through reflections and therefore do not grant advantage on attack rolls.
While this ability is active, when you make an unarmed strike as an action, bonus action, or extra attack, you can attack with the spectral hand instead of your own hands. You can only make as many attacks per turn with your spectral hands as you have spectral hands active. The spectral hands have a reach of a number of feet equal to 5 times your proficiency bonus and use your wisdom modifier for the attack and damage rolls instead of strength or dexterity. Unarmed strikes with the spectral hands deal necrotic damage instead of bludgeoning. Lastly, while the spectral hands are active, you can use your Wisdom modifier for strength checks and saving throws.
If your traumatic experience takes the shape of another kind of appendage or shape, you may flavor the shadow and reflection of your hands to look like something else such as chains or tentacles for example.
6Shadow Slink
You gain the ability to slink from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend a ki point to 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.
Additionally, you can see through darkness both magical and non-magical as if it were bright light, though you can still see how dark it really is.
10Shadow Double
Once per long rest, you can use an action to create a shadow clone of yourself in a place you can see within 30 feet of you. The shadow clone obeys your commands and has access to all of your features, proficiencies, and ability scores though you also share a pool of actions and ki. You can only have one clone of yourself active at a time. Your clone lasts for 1 hour, has 40 hitpoints that are separate from your own, and you can swap places with your clone as a reaction during one of another creature's actions.