Monk
Base Class: Monk

Those that philosophize and contemplate what death is for years upon years always ask questions that have no answers that average mortals could ever understand. There are no mortal experts on death. We are all equals in thinking about death, and we all begin and end thinking about it from a position of ignorance. Death is a conundrum complicated thousand fold with the introduction of undeath.

There are many that study, contemplate, and experiment to attempt to unlock death's secrets to no avail. But there are a few who learn the ways one can truly explore and delve into the untapped lore of death and, potentially, the power of undeath.

Vigors of Death

Starting when you choose this tradition at 3rd level, your study of death and the negative energy that drives it allows you to manipulate negative energy from the world and it's creatures. When a living creature that you have damaged in the last minute is reduced to 0 hit points and if that creatures is within 15 ft. you are able to use your reaction to absorb the fluctuating energies released and gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point). If you deal the killing blow yourself while utilizing your martial arts you will instead heal any missing Hit Points equal to your Wisdom modifier + your monk level + the result of your martial arts die roll that dealt the final blow. Any hit points healed above your hit point maximum can grant you temporary hit points only up to the total of your Wisdom modifier.

Also, you gain proficiency in Constitution saving throws if you were not proficient already.

Withering Clap

As a bonus action when you take the attack action you can use 3 chi points to use one of your unarmed attacks to clap a surface or your own hands together to disrupt the negative flow in the surrounding 10ft around you. Up to 3 creatures caught in the clap must each make a Constitution saving throw against your martial arts DC. On a failure they take 6d4 + your monk level necrotic damage and their movement speed is slowed by 20ft until the end of their next turn. You may spend 1 extra chi point to gain temporary hit points equal to your wisdom modifier + your monk level. On a success they take half as much necrotic damage. If you reduce a creature to 0 hp in this way you may spend 1chi point to heal hit points equal to your wisdom modifier + ½ your monk level

Defying the Fates

When you are reduced to 0 HP, you fall unconscious as normal with the benefit of already having two successes on your death saves. If you become stabilized you may spend 1 Chi point to regain 5 HP and awaken immediately or at any point within the next hour. After 1 hour you regain 1 HP and awaken as normal, if you stay unconscious in this way it appears to any ordinary observer that you are dead. This feature can only occur once per long rest.
Alternatively, you may expend the use of this feature and 1chi point to cast Revivify, on a creature other than yourself, without material components.

Additionally, your experience with negative energy has honed your body and taught you to resist it's effects. You begin to age two times slower than is normal for your race. You also gain resistance to necrotic damage and your hit point maximum cannot be reduced.

Chakra Block

At 17th level Masters of the Secrets of Death have intimate knowledge of the pathways in a living body that channel the positive and negative from the universe surrounding them. These focal points in the body are known as Chakras. If you are grappling an enemy at the start of your turn you may use your action to directly access and redirect the channels of positive and negative energy in another creatures body. Severely limiting one of their ability scores and vital skills linked to it.

By spending 6 Chi points and holding your fingers to a Chakra point of a living creature you or an ally is grappling you may spend your action to funnel Negative energy into the Chakra, effectively blocking it and severely limiting the abilities of your foe. Your target must make a saving throw against a DC equal to 10+the sum of all your ability score modifiers. On a failure the creature takes 6d10 non-lethal psychic damage, gains 1 level of exhaustion and the targeted Chakra is blocked. On a success the block is resisted and the creature has advantage on ending their grapple, but the use of the feature is not wasted until a chakra is successfully sealed. Regardless of the roll the monk takes 6d8 non-lethal psychic damage and gains 1 level of exhaustion for performing this technique, any time they perform it.

This feature can only be performed successfully once in a four month period. Attempting to seal a chakra before this period has passed will cause the  damage dealt to the user to become 8d8 lethal psychic damage and the amount of exhaustion gained by you is tripled.


 

What specific effect you create depends on the Chakra you seal:

  • Crown Chakra -  By targeting the Crown Chakra at the top of the skull you cause the creature's Intelligence score to fall to 10 if it is not already lower. Any spellcasting feature that benefits from the creature's Intelligence is unusable and they make any Intelligence saving throws with disadvantage. 
  • Third Eye Chakra - Sealing the Third Eye Chakra, located in the center of the brow, causes the creature's Wisdom score to fall to 10 if it is not already that low or lower. Any spellcasting feature that benefits from the creature's Wisdom is rendered inaccessible and all Wisdom saving throws are made with disadvantage.
  • Heart Chakra - The Heart Chakra, the center of the personality, will cause your target's Charisma score to fall to 10 if it is not already that low or lower. Any spellcasting feature that benefits from the creature's Charisma is no longer effective and all Charisma saving throws are made with disadvantage.
  • Solar Plexus Chakra - Located in the core of the torso (if there is a torso), sealing the Solar Plexus will cause your target's Strength score to fall to 10. Any and all actions that use the target's strength score must be rolled flat with no bonuses and no attacks are able to critically hit. Additionally any Strength saving throws are made with disadvantage.
  • Sacral Chakra - The Sacral Chakra being sealed will cause your foe's Dexterity to fall to 10 if it was higher. Any actions that benefit from the creature's Dexterity must be rolled as a flat value with no bonuses added and no attacks are able to critically hit. Also any Dexterity saves are made with disadvantage.
  • Root Chakra - The Root Chakra at the base of the spine will drop your foe's Constitution to 10 if it was higher than that. All Constitution saving throws are made at disadvantage. Any rolls to avoid being poisoned or diseased automatically succeed unless the creature is immune to being poisoned/disease. Max HP decreases to half and all heals are only half effective.

The effects of sealing off a chakra is permanent if the target is a mortal; immortal beings like fey, fiends, and celestials begin to recover after 4d8 hours. A mortal can not be killed from having it's chakra sealed,but it's life is changed drastically afterwards. After 1d6 days the negative effects will wear off but the creature's ability score will remain at 10. From this point forward the creature will be able to increase their ability score gradually, but their maximum cannot exceed 15 and they cannot relearn to cast spells with that ability score without the aid of a Wish spell.

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