Base Class: Monk
Blood tellers are more of a cult then anything. They claim to be able to predict the future through blood, though their ability to do so is limited. They can actively take control of blood to varying degrees, some cities are even secretly run by these monks. Blood tellers are normally hated, being left alone most of the time.
Crimson Divination
At 3rd level, you learn to manipulate the blood of dead creatures and your own. Whenever something dies within 30 feet of you, you gain a Crimson Divination die. You can have a maximum of your wisdom modifier at once, and they disappear when you take a long rest. By expending one die, you can do one of the following actions:
-Your own blood shoots out from your body, dealing an extra 2d6 necrotic damage on an unarmed strike or a monk weapon attack. This damage increases at 6th level to 3d6, 11th to 4d6 and 17th level to 5d6.
-You force your wounds to close, you heal 1d8 damage as a bonus action. This healing increases at 6th level to 2d8, 11th to 3d8 and 17th level to 4d8.
-you push blood out of yourself and form armour with it, gaining +1 AC and 2d6 temporary hit points. The bonus AC lasts until you run out of temporary hit points. This increases at 6th level to 3d6, 11th to 4d6 and +2 AC. and 17th level to 5d6.
You can only do one of these per turn.
Blood Control
At 6th level, you gain the ability to control living creatures blood to a small degree. You can subtly control people, causing one of the following effects within range:
-Cause someone to make a small mistake, causing them to drop something, trip or run into something. This is an action in combat. The saving throw DC for the this equals 8 + your Wisdom modifier + your proficiency bonus. The save type is a Constitution saving throw.
-Create a harmless sensory effect, such as make someone bleed or create a fake wound.
-Instantly bloody clothes, items or surfaces.
-Create a small mark or symbol out of blood for an hour.
Also, you can expended two Crimson Divination die to cast Hold Person. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. The save type is a Constitution saving throw. A target with no blood automatically passes the saving throw.
Transfusion
At 11th level, your Crimson Divination feature gets upgraded, you can now do the following with it:
-You can summon any monk weapon and attack once with it as an action, dealing an extra 3d4 necrotic damage, this weapon lasts 1 hour or until you dismiss it.
-You can became a pool of blood, you can move up to 40 feet underneath people without provoking opportunity , you can fit through any gap bigger the 1 cm by 1cm, as long as it isn't magical, you are untargetable whilst doing these, unless you are in range of any area of effect spells (E.G. Fireball, Cone of Cold), in which cause you have advantage on the saving throw if it is dexterity. If you take any damage whilst in this form, you are forced out it. You can still be targeted by mental effects.
-As an action, you can summon any beast, monstrosity or undead of challenge rating 1/2 or lower, it will follow your commands. It will last for 1 hour or until you dismiss it.
Hemoplague
You infect the blood of anyone you see fit, causing them immense pain. As an action, you may choose any amount of creatures within 30 feet of you, they all must make a Constitution saving throw or be infected, initially taking 8d8 necrotic damage and half as much on a successful save. On each of the follow turns, they take an extra 2d8 necrotic damage until the they pass the saving throw. Additionally, you heal for half the total damage dealt by this whenever a target passes it's save. A target may repeat the saving throw at the end of it's turn. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
A target with no blood automatically passes the saving throw and takes no damage.
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