Monk
Base Class: Monk

You, a monk of the Bloody Palm, specialize in breaking bones and stopping hearts with nothing but your body, mind and ki. Each strike you land will cause the next to be more powerful than the previous ones. You kill unnoticed. You are the silent killer, the plague nothing can stop.

Bloody Palm Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own to deal deadly strikes. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked back by 10 ft.
  • It must make a Constitution saving throw. If it fails, you can deal 10 extra damage
  • It can’t take actions until the end of it's next turn.

Steel punch

At 6th level, you gain the ability to strengthen your fists even further. As an action, you can gain bonus damage equal to your monk level on all unarmed strikes. You must finish a short rest before you can use this feature again.

Aura of Pure Scorn

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of unbridled hatred. At the end of a long rest, you gain the aura of fear that lasts until the start of your next long rest. Creatures hostile to you within a 30 ft. radius make a wisdom saving throw. Creatures that fail have disadvantage on attacks against you. You also have advantage on attacks against them. The aura lasts for 1 hour. The save DC is equal to 8 + Your Wisdom bonus + Your Proficiency Bonus.

Triple Stab Strike

At 17th level, you gain the ability to perform a lethal combo, striking at vital points to instantly kill. When you hit with an unarmed strike, you can spend all your ki points and nullify the original damage to perform lethal three attacks. While performing these attacks, your target will have +3 Armor Class. If you land 1 hit, the target takes the regular unarmed strike damage + 5d10 necrotic damage. If you land 2, the target takes one hit of the regular unarmed strike damage + 6d12 necrotic damage. If you land all 3, the target must make a DC 17 Constitution save. If they fail, they drop to 0 hit points. If they succeed or if they are too powerful to be instantly killed, they instead take one hit of regular unarmed strike damage + 9d12 necrotic damage. These strikes do not count as magical.

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