Monk
Base Class: Monk

Monks of the Way of the Mystic Blood are unlike other disciplines that focus their energies in avoiding attacks with deft maneuvers. Instead, they undergo a sacred ritual in which their bodies are scarred with magical ink, thus unlocking the sacred power of blood magic. Monks on this path must not fear pain or suffering and embrace the powers that come with taking the mortal body to its limits. They learn techniques to absorb damage, overwhelm and disorient their opponent, rapidly replenish ki, and transfer vitality to their allies.

Viscous Strikes

The conditions undergone by disciples of this martial art teaches those to strike mercilessly, forgoing finesse. Monks that choose this path can no longer use their Dexterity modifier on attack rolls and damage to unarmed strikes. However, they treat their unarmed strike damage as one die category higher than normal.

  • Viscous Strikes: At level 3, your unarmed strike damage increases from 1d4 to 1d6.
  • Savage Viscous Strikes: At level 5, your unarmed strike damage increases from 1d6 to 1d8.
  • Brutal Viscous Strikes: At level 11, your unarmed strike damage increases from 1d8 to 1d10.
  • Mortal Viscous Strikes: At level 17, your unarmed strike damage increases from 1d10 to 1d12.
(Do not choose)

-- Placeholder for Viscous Strikes

Brutal Viscous Strikes

At level 11, your unarmed strike damage increases from 1d8 to 1d10.

Mortal Viscous Strikes

At level 17, your unarmed strike damage increases from 1d10 to 1d12.

Savage Viscous Strikes

At level 5, your unarmed strike damage increases from 1d6 to 1d8.

Viscous Strikes

At level 3, your unarmed strike damage increases from 1d4 to 1d6.

Sanguine Armor

If you are currently fulfilling the requirements for your Unarmored Defense, you can choose to substitute your Constitution modifier in place of your Dexterity modifier when determining your Armor Class.

(PS. If you chose to substitute your dexterity modifier for your constitution modifier, you will have to manually insert it to your AC, calculated as: {10 + CON Modifier + WIS Modifier}. I apologize for the inconvenience.)

Embrace the Pain

When you follow the way of the Mystic Blood, you have learned to channel the power of pain into Ki:

  • You regain 1 Ki point for every 10 points of damage you take, once per turn. These additional ki points can only go over your maximum ki point total to a total of your proficiency bonus. Any additional ki points over your maximum ki points value is reset upon a short or long rest.
  • As a bonus action, you can goad enemies within 10 feet of you into attack you. Enemies must succeed a Wisdom saving throw against your Ki save DC or have disadvantage on attack rolls made on any target except you. Those who are immune to charms are immune to this effect. This effect lasts until the start of your next turn.
    • Additionally, while an enemy is goaded, ki generated from damage taken from them this way increases to 2 Ki points per 10 points of damage, once per turn. 

Blood Tether

At 6th level, you've learned how to use your own blood as whips for increased movement.

You may spend 2 Ki points to conjure mystic blood tethers that pull a target up to 30 feet towards you as an action. The target must make a Strength saving throw against your Ki save DC to resist this maneuver. On a successful save, the target does not move. Creatures are immune to this ability if they are in full cover. Creatures have advantage on their saving throw if they are one or more size categories larger than you.
As a bonus action, you can also spend 2 Ki points to use these same tethers to propel yourself up to 45 ft. towards a creature or inanimate object. The target makes a Dexterity saving throw against your Ki save DC to resist this tether. Attacks made against the target during the same turn have advantage. Creatures are immune to this ability if they are in full cover. Additionally, creatures have advantage on their saving throw if they are one or more size categories smaller than you.

Transposition

At 11th level, you've learned how to shunt your own blood and body in place of someone else's, forcing a magical switch in place. 

As an action, you may spend 2 Ki points to forcibly change positions with a living target on the battlefield by means of teleportation if they are within 60 feet and no more than on size category larger or smaller than you. If the target is unwilling, they must succeed on a Wisdom saving throw against your Ki save DC to resist the relocation. You may improve this ability by adding 2 Ki points for every improvement you choose listed below:

  • Double the range of the spell.
  • Impose disadvantage on the target's saving throw.
  • Increase the size category threshold by one.
  • Cut the target's speed in half if the move succeeds.

Bloody Punishment

At 17th level, you may spend an additional 2 Ki points on your Stunning Strike ability to also deal your Monk level + Constitution modifier additional force damage, regardless of whether or not the target makes their saving throw. From total damage dealt with this attack, you take half the total as temporary hp. This temporary hp lasts until the start of your next turn, and you must use this ability before you know the outcome of your attack. You can use this ability once per turn.

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