Monk
Base Class: Monk

Monks trained in the Way of Entropy are able to use their ki to manipulate the deterioration of energy around living beings, allowing them to weaken their foes even further, or stave off their own injuries to allow them to fight at peak performance for longer periods.

Entropic Strike

3rd-level Way of Entropy feature

Your strikes insidiously drain a creature's life force from their body. When you hit a creature with an unarmed strike, you can choose to roll two Martial Arts dice when you deal damage. However, the creature doesn't take this damage until the start of your next turn. When you deal damage in this way, the damage is necrotic damage.

Sapping Touch

6th-level Way of Entropy feature

You gain the ability to weaken your opponent's physical condition. When you hit a creature using your Entropic Strike, you can spend 2 ki points to have the creature immediately take the damage from that feature. You can also force that creature to succeed on a Constitution saving throw against your ki save DC or suffer one level of Exhaustion. A creature can have up to three levels of Exhaustion from this feature.

Entropy Reversal

11th-level Way of Entropy feature

You are able to use your ki to reverse your own entropy by stealing another's. Immediately after you take the Attack action on your turn, you can spend 4 ki points to cast the Vampiric Touch spell as a bonus action, using Wisdom as your spellcasting ability. On subsequent turns while maintaining concentration, you can make the attack again on each of your turns as a bonus action.

You can spend additional ki points to cast Vampiric Touch as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (4 plus any additional points) that you can spend on the spell equals half your Monk level.

Energy Enlongation

17th-level Way of Entropy feature

You are able to delay death using your ki. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to expend 5 ki points to delay falling Unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during this extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes