Warrior of Shadow
Warriors of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees.
Shadow Arts
Through rigorous training, you have learned to draw upon the power of the Shadowfell, gaining the following benefits:
Darkness. You can spend 2 discipline points to cast the darkness spell without any components. You can see within this darkness when you cast the spell. While the spell persists, you can move its area of darkness to a space within 30 feet of you at the start of each of your turns.Â
Darkvision. You gain darkvision out to a range of 40 feet. If you already have darkvision, its range is extended by 20 feet.
Shadowy Figments. You know the minor illusion cantrip, and use wisdom as your spellcasting ability for it.
Shadow Step
At 6th level, while you are entirely within dim light or darkness and you use your bonus action unarmed strike, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness. You can choose to do this before or after making the bonus action unarmed strike. After teleporting, your next unarmed strike that you make before the end of the current turn has advantage.
If you are not within dim light or darkness, or the area you are teleporting to is not within dim light or darkness, or both, you may spend 1 discipline point to remove that requirement.
Cloak of Shadows
At 11th level, you can surround yourself with a cloak of darkness that absorbs fatal blows. When you are reduced to 0 hit points, you can expend 1 discipline point (no action required) to instead drop to 1 hit point.
Touch of Death
At 17th level, your touch can channel the energy of the Shadowfell. As an action, you can touch one creature within 5 feet of you, and expend 1 to 10 discipline points. The target makes a constitution saving throw, and takes 2d10 necrotic damage per discipline point spent on a failed save, and half as much on a successful one. The damage ignores resistances and immunities.