Monk
Base Class: Monk

None Known

 

Level 3: Shadow Arts

You have begun to manifest the subtle, innate powers of your vampiric nature, allowing you to influence perceptions and see through gloom.

  • Darkness. You can expend 2 Ki points to cast the darkness spell without spell components. You can see within the spell's area when you cast it with this feature. While the spell persists, you can move its area of darkness to a space within 60 feet of yourself at the start of each of your turns.

  • Vampiric Sight. You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by an additional 30 feet. You also have advantage on Wisdom (Perception) checks that rely on smell when attempting to detect blood.

  • Shadowy Figments. You know the minor illusion spell. Wisdom is your spellcasting ability for it.

Level 3: Blood Swipe

Blood Swipe (Action): As an action, you can spend 1 hit points to send out a wave of solidified blood in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Ki Save DC (8 + proficiency bonus + Wisdom modifier). On a failed save, a creature takes 1d10 + your Constitution modifier necrotic damage and has its speed reduced by 10 feet until the end of its next turn. On a successful save, it takes half as much damage and its speed is not reduced.

Level 3: Shadow Step

While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn.

Level 3: Blood Bank

The skill "Blood Bank" will allow you to store up to a 100ml of blood in your reserve. The blood bank will automatically be used to heal the user if HP drops below 5. Every 10 millilitres of blood will be used to restore 5 HP of the user. User may also use the blood bank to consume blood at any time for his own personal pleasure.

Level 6: Blood Crescent Kick

 

  • Action & Cost: It's a full action and costs  8 hit points. 

  • Area of Effect: A 10-foot cone allows you to hit multiple targets in a tight group, fitting the "crescent" arc of a sweeping kick.

  • Damage: 4d6 necrotic damage provides a solid hit for an early-level area attack, and necrotic damage reinforces the blood theme.

  • Secondary Effect: Being pushed 5 feet away adds a tactical element, allowing you to reposition enemies or create space.

  • Saving Throw: A Dexterity saving throw is standard for avoiding sweeping attacks or forceful effects.

 

Level 6: Shadow Void

You gain the ability to temporarily manifest a pocket of pure darkness, drawing forth the essence of the Shadowfell to empower yourself. As an action, you can spend 7 Ki points to create a sphere of magical darkness with a 30-foot radius centered on you. The sphere moves with you, staying centered on you. This void lasts for 2 minutes or until you dismiss it as a bonus action.

While within this Shadow Void, you gain the following benefits:

  • Blood Empowerment: You do not need to spend hit points to activate any of your subclass features that would normally require an HP cost

  • Boundless Shadows: You can use your shadow abilities at will, without expending any Ki points or other resources. You continue to see normally within your magical darkness.

  • Solar Shield: The Shadow Void provides full shelter from sunlight, protecting you from any adverse effects of direct sunlight.

Level 6: Blood Spray

The user's palm must be open to perform this skill. From the user's palm, a spray of blood pellets will be released spreading out covering a wide range, The closer the attack is to its target the more damage it will do. Cost -5 HP.
Blood spray can be used on multiple targets, but lacks penetration ability, therefore, expressed in the combination of Other Unarmed Skills.

Level 11: Shadow Space

This skill will allow the user to store items into its shadow storage. As long as there is a shadow nearby, you can take out and put in items as you wish. This includes your very own Shadow underneath your feat.

Level 11: Blood Ritual

It is a ritual skill which would allow the player to turn another person into a Vampire or Subclasses, this is called a Blooded. Capacity is capped at 2 Blooded (0/2).

If Player Chooses to us Blood Ritual The must Roll a D20 + Con Mod to figure out what Vampire subclass they Create. 

  • Wendigo: 0-5
  • Undead: 5-7
  • Ghoul: 6-9
  • Wight: 10-14
  • Vampire Spawn: 15-18
  • Vampire: 19+

Level 11: Improved Shadow Step

You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.

Level 17: Cloak of Shadows

As a Magic action while entirely within Dim Light or Darkness, you can expend 3 Focus Points to shroud yourself with shadows for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded by these shadows, you gain the following benefits.

Invisibility. You have the Invisible condition.

Partially Incorporeal. You can move through occupied spaces as if they were Difficult Terrain. If you end your turn in such a space, you are shunted to the last unoccupied space you were in.

Shadow Flurry. You can use your Flurry of Blows without expending any Focus Points.

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