Identity
Eclipse monks train in the gaps the light leaves. The tradition was originally codified in the long-night observatories of the Aurelion outer worlds, where the discipline of moving between stations during sun-blackouts evolved into a martial art. Eclipse monks tend to be quiet. They do not wear hoods (the hood is too obvious); they wear ordinary clothing, well, and at the wrong moment they are simply not where they were. Eclipse practitioners are the monks that most other monks find slightly unnerving.
Features
- L3 Shadow Step
When you are in dim light or darkness, you can spend 1 Ki as a bonus action to teleport up to 60 ft to an unoccupied space you can see that is also in dim light or darkness. You have advantage on the first melee attack you make before the end of the turn. The teleport does not provoke opportunity attacks at your departure space, and you arrive at the destination in a low, balanced stance — visible bystanders find it disorienting; Insight checks made to notice your arrival are made with disadvantage.
- L7 Cloak of Shadow
When you are in dim light or darkness, you can use an action to become invisible until you attack, cast a channel, force a creature to make a saving throw against one of your features, or step into bright light. Moving does not break the invisibility. You can use this feature a number of times equal to your proficiency bonus, recovering all uses on a long rest. Additional uses cost 2 Ki each.
- L11 Opportunist
When a creature within your reach is hit by an attack made by another creature, you can use your reaction to make one unarmed strike or monk weapon attack against that creature. You can use this feature a number of times equal to your WIS modifier (minimum 1), recovering all uses on a short rest. Additional uses cost 1 Ki each.
- L15 Shadow Body
You can briefly let your body become insubstantial along the edge of light. As a bonus action, spend 3 Ki to enter Shadow Body for 1 minute. While in Shadow Body: you have resistance to all damage except force and radiant; you can move through other creatures' spaces and through gaps as narrow as 1 inch; you have a climb speed equal to your walking speed; in dim light or darkness, you have advantage on Stealth checks. The form ends early if you take radiant damage while at less than half HP, or if you end it as a free action.
- L18 Eclipse
Once per long rest, as an action, you spend 5 Ki to call a 30-ft-radius sphere of Eclipse centered on yourself for 1 minute. The sphere is bright light to you; it is total darkness to every other creature (including darkvision and most truesight up to 60 ft; Tier IV+ truesight may pierce it, GM's discretion). The sphere moves with you. While Eclipse is up: you have advantage on all attack rolls and on Stealth checks; attack rolls made against you have disadvantage; once on each of your turns, when you hit a creature with an unarmed strike or monk weapon, you deal an additional 1d10 necrotic damage. The Eclipse ends early if you fall unconscious or end it as a free action.