Monk
Base Class: Monk

Monks of this archetype use their Ki to power necrotic attacks vs their enemies.

Necro-Strike

Starting when you choose this tradition at 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose the following damage: 1d8 necrotic.  This can only happen for 1 hit of the flurry of blows.  The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

In addition one of the following effects: Blind, Deaf (Con save) or Fear (Wis save).

 

Vampire Strike

At 6th level, you can use 1 Ki point to heal yourself. The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. You can make the attack again on each of your turns as an action up to 1 minute (10 rounds).

Necrotic Sacrifice

Beginning at 11th level and using 2 Ki points, you can sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. This can be done as a bonus action twice per encounter.

Soul Finger

At 17th level, when you hit with an unarmed strike, you can spend 3 ki points to send negative energy coursing through a creature causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

In addition, if death occurs, as a reaction:

You snatch the soul of the humanoid as it dies and trap it. While you have a soul, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released:

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2019 7:36:19 PM
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