Monk
Base Class: Monk

Studying under vampiric Monks who only feast on the blood of the guilty,  You learn how to best hamper your foes and benefit from their misery.

Upon following this path, you learn to use powerful manipulative magic as a means to sway others to your side. in function, the eclipse sun is a order of monk that use a mixture of magic and blood to manipulate others to secretly keep the peace; As fear tactics tend to work much better then out right killing a person. most eclipse sun monks do not like using their powers, but do so as a means to prevent or punish those who would cause great harm. 

Pact Magic

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your warlock spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Blood Puppet

At 6th level, you gain the ability to influence your opponents more with your baleful marks;  using a bonus action, you can manipulate creatures within 40ft who bear your mark to move 20ft in a straight direction and make them betray their own allies; forcing them to attack one of their own using their melee attack modifier. 

the maximum number of targets that can be selected at a time are equal to your wisdom modifer.

Note:
while under the influence of this ability, they appear to be obviously manipulated by magic. 

this feature is magical and is of the enchantment school, but does not have a level ( level 0)

it however  influences the blood, and cannot overwrite existing influences, like undead and creatures with legendary traits. 

it also requires the creature to have blood to influence, and cannot effect constructs or other such creatures without blood.

mark of the guilty

once per turn after successfully attacking with an unarmed strike,

While an enemy is within 40 feet of you, you can spend a ki point to evolve a baleful mark to more powerful marks.

the duration of a evolved mark changes to last for one hour.
the target becomes immune to additional baleful marks, and sustains the amount it had upon the curse evolving for the duration.
if an opponent with a evolved mark dies, you regain 5 life, and regain a ki point. in addition, you can choose a variant of one of the marks below.

Mark of the bleeding grin: while under this mark the target has disadvantage on charisma, wisdom or intelligence saving throws. (decided when the mark is evolved)


Mark of the chained tomb: while under this mark, the target cannot cast concentration spells, and has their spell range reduced by half.

Mark of waning moon: While under this mark, the target has disadvantage with ranged weapons, and has their sight range reduced by half.

Mark of the vigilant: with this mark, the duration is instead for 1 month, and will retain their exact location during that time while they are are on the same plane as you. however you can only apply 1 of these marks at a time, and must end any prior ones to start a new one.

(for the purposes of magic, evolved marks are level 2 enchantment school, and require above level 6 divination spells to hide from the caster)

creatures with legendary resistances are immune to all but Mark of the vigilant.

Baleful Fist

Starting when you choose this tradition at 3rd level, your study of the body allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

 

Your mentor teaches you how to brand enemies with curse power, allowing you to strike them on your foes when a creature is successfully struck by an unarmed strike, they have a -1 to saving throws and their attack modifiers until your next turn, can stack up to -5.

they also receive a baleful Hex, a vigil of yours is inscribes where you struck. until the end of your next turn, you know the location of that creature so long as they are on the same plane of existence as you and are not hidden by 8th level or higher divination spells.

additionally, baleful marks are removed if the enemy cannot be cursed or an effect that removes curses is cast on them.

Crimson Prison

Starting a 17th level, as an action you can spend a ki point and target a victim of one of your curse makes a constitution or wisdom saving throw(DC {{savedc:str}} Or {{savedc:wis}}   ) or becomes enthralled to you as per dominate person. the duration of the ability lasts for as long as the mark does.
the number of people you can enthrall is equal to your wisdom modifier.

If a target is hit with mark of the vigilant and is enthralled, they will be enthralled for the full month time period as per mark of the vigilant.

Previous Versions

Name Date Modified Views Adds Version Actions
1/27/2020 1:36:39 AM
49
3
5e
Coming Soon

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