Base Class: Monk
INSPIRED BY CHOSO FROM JUJUTSU KAISEN
The Way of the Blood Painting is a daring Monk subclass in Dungeons & Dragons 5th Edition, blending martial prowess with the forbidden art of blood magic. These monks channel their life force into devastating strikes, painting the battlefield red with their enemies' life essence. Masters of this path can manipulate blood to enhance attacks or even weave it into deadly weapons. However, the risk lies in the delicate balance between power and self-preservation, making practitioners of this subclass both formidable and enigmatic on the adventuring stage.
Blood Magic
Starting when you choose this tradition at the 3rd level, you are either cursed or taught to know blood magic, your body starts to understand the way this new unique ability works, but you must also train in order to reach new peaks. You get the following abilities at 3rd level:
Blood Connection: You cut your wrist and let the blood out into another creature's body (how you do it is up to you). For the next 1d20 days, you know the creature's amount of hit points. As soon as it starts losing them, you are alerted, and the range of this feature is limitless.
Piercing Blood: As an Action, a deadly blood beam fires from your clasped hands after charging up your magic. It possesses blistering speed and incredible piercing power, as the name implies. When you use this ability, you suffer 1d4 damage from blood loss.
The ranged attack uses your STR+DEX+CON for a hit, and on impact does piercing 3d6 damage. You can use this ability 2 times per long rest plus your CON mod.
On level 6, this upgrades to 4d6 damage, and later on at level 10 to 5d6.
Blood Edge: as a BONUS ACTION, you suffer 1d4 damage as you create and finance a weapon from your blood, the blood hardens and sharpens to meet the requirements, and you are proficient with that weapon for as long as the feature is active. the weapon can be used as both bonus and main action and on its first hit, it requires the target to pass a DC 13 CON save or be poisoned until the end of your next turn. you can use this feature twice per long rest.
Bloody Initiative:
You can also now add CON MOD to your initiative roll.
Blood Magic Mastery
Slicing Exorcism: as a BONUS ACTION, you suffer 1d4 damage as you Unleash a sharpened blood that rapidly flies through the air and slices through your target target. once the ability fails
to land it flies past the attacker and tries to hit again after your next turn.
The Ranged attack uses your STR+DEX+CON for a hit, and on impact does slashing 2d12 damage. the ability can be used 2 times per day
Supernova. as an action. You create a small ball of blood, 60ft away from you, once a hostile creature comes into its 30ft range, you have the option of detonating as a reaction.
the detonation forces your enemy to make an STR saving throw with a dc of 15, on a fail the creature is barraged with small blood pallets, and suffers 10d4 damage piercing damage.
it can affect up to the "Number of your CON Mod" of creatures. the blood grows into a puddle if not activated within a minute.
Protected Blood
You are resistant to all Poison damage. and cannot be poisoned.
Flowing Red Scale
Used to improve the performance of your body by pumping blood faster throughout your body, allowing you to intake more Oxygen. for the duration of rounds equal to your CON MOD, you
are now resistant to all damage, have an advantage on your melee attacks, you get plus 10ft to your movement. As soon as the ability ends you must make a CON 17 save or be stunned for
one round.
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