Tempered Soul

As your experience grows, so too does your offensive capacity. At 11th level, choose one of the three skills to permanently store in alongside your Cold Hunger properties.

Darting Spear Twice per long rest you (or your wielder) may throw your weapon 30 feet and then choose an angle (in a 45 degree increment) to redirect momentum in and fly a second 30 foot increment. Creatures in the path of the attack must make a Dexterity check against the Monk’s DC or take 6d6 piercing damage or half as much on a successful save. If the weapon hits a solid object, such as a wall, the attack stops in place

Bloodletter: Hit points lost to this skill can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an Attack using this feature, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

At 17th level the necrotic damage increases to 1d6. Crushing Wave: Twice per long rest you can slam you weapon into the ground and cause a directed earth tremor. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save against the Monk’s DC, or half as much damage on a successful one. Failure to save against this attack knocks an enemy prone and turns the affected area into difficult terrain.