Base Class: Monk
As a warrior wields a mighty blade, monks of this tradition strike with the ichor of the wounded.
These monks learn how to focus ki on the blood inside of their body and the bodies of others, and how to manipulate it into something more helpful. Focusing their ki to control weapons they normally couldn’t by using blood empowered by that ki.
Blood Weapons
Starting when you choose this tradition at 3rd level, you can pull the blood from an injured enemy and transform it into a weapon for your use.
When you deal damage, that is not psychic damage, to a hostile creature within 60 ft. of you with an attack on your turn, you can spend 1 ki point to pull blood from their body and transform it into a weapon of your choice. The blood weapon appears in your hand. Choose a simple or martial weapon, that is not a net, crossbow, or lance, to make. This weapon is magical for the purposes of overcoming resistances and immunities and is a monk weapon for you. The weapon has the same weight and properties of the normal weapon. If you choose a weapon that requires ammunition, such as a longbow or sling, you have an infinite amount of ammunition as your weapon creates blood ammunition for you or you can use your own ammunition. If you throw your weapon, you can summon it back to your hand when you make an attack on your turn, replacing one of your attacks. Once during your turn, you can spend 1 ki point to transform your blood weapon into a different simple or martial weapon, except a net, crossbow, or lance, of your choice. If your blood weapon is a melee weapon, you can make a melee weapon attack with it when you attack with your bonus action from the Martial Arts feature. You can’t use this ability if the creature you dealt damage to has no blood.
This weapon lasts for one minute, until you’re incapacitated, until you create another blood weapon, or until you drop it, sheath it, or the weapon leaves your hand in any way except for throwing.
Wound Control
Starting at 6th level, you can use your wounds as defense.
When you take damage, that is not psychic damage, you can choose to gain a +1 bonus to your AC which lasts until the start of your next turn. You can choose to do this a number of times equal to twice your proficiency bonus and regain all expended uses when you finish a short or long rest.
And when you take damage, that is not psychic damage, you can spend 1 ki point to create a blood weapon or transform your blood weapon into a different blood weapon form. You can only do this if you have blood.
You also have advantage on death saving throws.
Restore Lifeblood
At 11th level, you can restore your health with your blood weapon.
When you reach 0 hit points and thereby fall unconscious while you have your blood weapon active, you can spend 2 ki points and end your blood weapon to rise to your feet and recover hit points equal to twice your monk level at the end of your turn.
Once you use this ability, you can’t do so again until you finish a long rest.
Vital Domination
Starting at 17th level, you can take control of creatures by controlling their blood.
As an action, you can expend 5 ki points to cast the Dominate Monster spell at 8th level without verbal or somatic components on a creature with blood or spend 7 ki points to do the same but at 9th level.
If the creature doesn’t have blood and you have a blood weapon active, you can end your blood weapon to attach that blood to the target as part of the casting of the spell. (Thus adding material components to the casting. This material component cannot be replaced by a component pouch, spellcasting focus, magic item, or similar ability or effect.) Therefore, the spell can now affect them as long as you concentrate on the spell. If you do this and the spell ends, you lose this effect on them.
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