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  Monastic Traditions 
  Three traditions of monastic pursuit are common in the 
  monasteries scattered across the multiverse. Most 
  monasteries practice one tradition exclusively, but a few 
  honor the many traditions and instruct each monk 
  according to his or her aptitude and interest. All traditions 
  rely on the same basic techniques, diverging as the student 
  grows more adept. Thus, a monk need choose a tradition 
  only upon reaching 3rd level. 
  Way of the Shadow Sun 
  Monks who pursue the Way of the Shadow Sun study good 
  and evil, light and dark, and seek to find power in their 
  balance. These monks are highly skilled at manipulating ki, 
  both to heal and to sap vitality. However, a Shadow Sun 
  monk derives his or her power from within, by 
  understanding their own righteousness and their personal 
  shadow of evil. Only when a student of the shadow sun has 
  accepted his or her own duality does he or she graduate to 
  become a shadow sun ninja. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Touch of the Shadow Sun 
  Starting when you choose this tradition at 3rd level, your 
  touch drains vitality and heals wounds. You can spend a ki 
  point as an action to make an unarmed strike against a 
  creature within your reach. On a hit, the target takes an 
  additional 3d6 necrotic damage. Record the amount of 
  necrotic damage dealt. You can't use this ability again until 
  you use your action to touch a willing creature within your 
  reach, restoring an amount of hit points equal to the 
  damage recorded. 
  Shadow Sun Void 
  At 6th level, while you are not carrying a shield, you can 
  use your bonus action to manifest a barrier of light. For 1 
  minute, or until you are hit, you have a +2 bonus to AC, as 
  if you were wielding a shield. When you are hit, the shield 
  shatters in a wave of inky black energy. Each creature 
  within 5 feet of you must make a Dexterity saving throw or 
  take 1d10 + your Wisdom modifier necrotic damage. 
       Once you use this ability, you must finish a short or long 
  rest before using it again. 
  Blinding Darkness 
  By 11th level, when you begin your turn hidden in dim 
  light or darkness, you can emerge in a blinding flash of 
  light as a bonus action. Creatures within 20 feet of you 
  must make a Constitution saving throw. A creature is 
  dazzled on a failed save, and you have advantage on attack 
  rolls against it until the end of your turn. 
  Balance of Light and Darkness 
  Starting at 17th level, when you use your Flurry of Blows, 
  your first additional attack deals an extra 1d10 radiant 
  damage, and your second additional attack deals an extra 
  1d10 necrotic damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Way of the Shadow Sun.pdf