Base Class: Monk
After shattering his astral self and taking back his vampiric heritage, Nemo has awakened to new power
Vampiric Descent
Your vampiric heritage gathers shadows around you and encases you in darkness and bloodlust. As a bonus action, you encase yourself in shadows and draw darkness around you. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take necrotic damage equal to two rolls of your Martial Arts die.
For 10 minutes, the darkness surrounding you deals extra Necrotic damage equal to 1d4 plus your Wisdom modifier when you hit a creature with an Unarmed Strike and deal damage. During this time, you gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- Whenever you inflict Necrotic damage on another creature, you recover hitpoints equal to half the damage dealt.
- When you make an unarmed strike on your turn, your movement increases by 10ft until the end of your turn.
- When you score a critical hit and deal necrotic damage, you recover all of your focus points.
You can enter your Vampiric Descent a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Astral Ascent
Your Astral Soul explodes in divine light around you and emanates light and life. As a bonus action, you cry out in creation and cause life energy to explode around you. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take radiant damage or recover hitpoints (your choice) equal to two rolls of your Martial Arts die.
For 10 minutes, the life force pulsating from your body allows you to heal others with a touch. As a Magic action, you can touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the Unarmed Strikes with a use of this feature. During this time, you also gain the following benefits:
- You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage and are immediately shunted to the nearest unoccupied space if you end your turn inside an object, taking force damage equal to twice the distance moved.
- Your reach when making unarmed attacks increases by 20ft.
- When you score a critical hit you deal an additional 6d6 Radiant damage. This Radiant damage is not doubled.
You can enter your Astral Ascent a number of times equal to your proficiency bonus, and regain all uses on a long rest.
Implements of Light and Darkness
You gain proficiency in the Insight and Stealth skills.
In addition, you can expend 1 Focus Point to cast the Darkness spell or 2 Focus Points to cast Daylight without spell components. You can see within the spell’s area when you cast it with this feature. While either spell persists, you can move its area of Darkness or Daylight to a space within 60 feet of yourself at the start of each of your turns.
Son of Irian and Mabar
Your planar transformations improve, as detailed below.
Vampiric Descent. When you deal Necrotic Damage to a creature while undergoing your Vampiric Descent, you can also give that creature the Poisoned condition until the end of your next turn.
Astral Ascent. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Flurry of Light and Darkness
Your connections to both Irian and Mabar deepen, and empower your transformations. Your Daybreak and Nightfall transformations each deal an additional die when you activate either form as a bonus action, and you gain the following abilities:
When you use Flurry of Blows during your Astral Ascent, you can replace each of the Unarmed Strikes with a use of Hand of Healing.
In addition, when you make an Unarmed Strike with Flurry of Blows and deal necrotic damage during your Vampiric Descent, you can teleport up to 60ft to an unoccupied space you can see before your next attack in the flurry of blows.
You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Death's Thief
Your mastery of life energy opens the door to the ultimate mercy. As a Magic action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 Focus Points. The creature then returns to life with a number of Hit Points equal to 4d10 plus your Wisdom modifier. If the creature died with any of the following conditions, the creature revives with the conditions removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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