Base Class: Monk
Necromantic magic is a powerful force, those who use it are ostracized by most societies. The Way of the Hex Bringer take this force and use it as a method to weaken their foes. This path is partaken by many, some seek to protect others, and some may wish to use this power to impose their own will unto others. All the same many frown upon this practice, viewing those who follow it as evil. While a fine line to walk necromancy is not inherently evil, it is up to it's wielder what to make of it and what to use it for.
Hexing Strike
At 3rd level, you have learned to use your necromantic magic in order to debilitate and injure your enemies. Whenever you strike an enemy with an unarmed strike you may expend a ki point in order to apply one of these effects to your target:
- Wound: The target must make a constitution save against your ki save or be grievously wounded. At the beginning of their turn any creature with a wound takes a die of necrotic damage equal to your martial die. A creature within 5ft of a wounded creature can make a medicine check as an action equal to your ki save in order to remove all wounds on the target creature. The DC for this medicine check increases by one for each wound this creature has past the first. Any healing magical or not will close any existing wounds afflicted by this feature, ending this effect.
- Hinder: The target makes charisma save against your ki save or be afflicted with a hindrance, potentially causing them to miss attacks. Whenever this creature makes an attack roll, you may reduce its total by 1 for each hindrance point it has. This creature can have multiple hindrances but repeats the save at the end of their turn to end all instances of this effect, however the DC is one higher for each hindrance past the first.
- Wither: The target must make a wisdom save against your ki save or have their defenses wither. A creature's AC is reduced by 1 each time they have been successfully withered. A creature can repeat their save at the end of their turn to end all the instances of this effect, however the DC is one higher for each hindrance past the first.
Life Siphoning
At 6th level you gain the ability to regain ki you have used to tamper with your enemies' bodies.
Whenever you reduce a creature to 0 hp you may regain a spent ki point. An enemy being reduced to 0 hp by the Wound feature of your Hexing Strike feature may also trigger this ability. You may only regain a ki point from each creature this way once a Long Rest.
Improved Hexing Strikes
At 11th level your necrotic energy continues to grow, improving your hexing strikes.
- Vampiric Wounds: At the beginning of your turn, you gain a number of temporary hit points equal to the number of damage dealt by wounds you've inflicted this turn order.
- Virulent Hindrance: Any creature of your choice starting within 5ft of a hindered creature must make a DC 10 charisma save or gain a point of hindrance. They may make a charisma saving throw at the end of their turn against your ki save to remove these hindrances, this DC is increased by one for each point of hindrance past the first.
- Debilitating Withering: Any creature afflicted by withering also has their speed reduced by 10ft for each point of withering. Any airborn flying creature that has its speed reduced to 0 falls to the ground.
Death's Mantle
At 17th level you may take on the mantle of death temporarily.
As a bonus action you may spend 5 ki points to take on this mantle for one minute. While this feature is active you may remove the ki cost of your hexing strike feature once a turn. Additionally, you remove the initial save required to afflict your targets with your hexing strike, however they can still rid themselves of it as normal.
Previous Versions
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Posted May 5, 2022Any constructive criticism is appreciated. I am worried this subclass may have features a bit tedious to track in combat. I am also not certain if it is too strong, or if it is too weak in the sense that it has too many hoops to jump through with an unarmed attack needing to land only to then need the enemy to pass a save. And this may be simply just in the shadow of stunning strike arguably the best feature of the monk class in 5e, and may fight with it for ki point uses.
Credits: The wound option of the Hexing Strike feature was inspired by this homebrew Way of the Corrupter (5e Subclass) - D&D Wiki (dandwiki.com)