Monk
Base Class: Monk

Monks of the Way of Sacrifice do not sacrifice others, but instead themselves, to empower their strikes. They control their own blood like whips and chains, often returning from battle bloodied and bruised. They possess an extraordinary ability to take hits, and the more they are struck, the more they dish out, reveling in being the punching bag for foes before turning the tides.

The Way of Sacrifice focuses around high risk, high reward. The lower your health, the more damage you deal.

Level 3: Power of Sacrifice

Your own injuries empower you. If you have the Bloodied condition, you can add 1d4 to your attack rolls, and you deal extra damage from your Unarmed Strikes equal to one roll of your Martial Arts die. A creature can take this damage only once per turn. You lose these bonuses if you are healed above the threshold.


Starting at level 11, the addition to attack rolls becomes 1d6, and the extra damage becomes two rolls of your Martial Arts die.

 

Level 6: Whip and Chain

You can harness your own blood like a physical weapon. If you are missing any hit points, you can use a Bonus Action and spend a Focus Point to form a Blood Whip from your blood, which lasts for 1 hour or until you return to full health. It sprouts from your arm and is considered an Unarmed Strike that has 15ft of reach and deals your choice of Acid, Necrotic or Slashing damage. On a hit, a target that is large or smaller can be pulled 15ft towards you. It must make a Strength or Dexterity saving throw against your Focus save DC or be grappled.

Additionally, as a Reaction, if a creature within 15ft of you takes damage while the Blood Whip is active, by expending 1 Focus Point you can choose to swap places and take the damage for them.

Level 11: Flagellant

You have learned to use your pain to heal others. As a Bonus Action, you can spend 3 Focus Points and roll a number of hit dice up to your Wisdom modifier (minimum 1). You take Necrotic damage equal to the number rolled, which cannot be reduced or prevented in any way, and a chosen creature you touch is healed for double the amount of Necrotic damage taken.

Level 17: Cycle of Sacrifice

When you roll a death save, you critically succeed if the value rolled is greater or equal to 20 - your wisdom modifier. You can choose to spend two Focus points to succeed instead. 

 

When you stabilise (3 death saves succeeded, or one critical success), you can expend 3 Focus points to gain temporary health points equal to five times your Constitution Modifier. 

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