Monk
Base Class: Monk

A mere trainee in the ways of necromancy, A monks who follows the way of the Restless slumber is one that practices in the darker arts of manipulating the ki which still resides within the corpses long since buried, conjuring necrotic energies to bring forth the fallen to fight for them in the dark battlefields of which they roam. Martial warriors at their cores however, they do not simply raise the dead to fight for them like some spell slinger, but instead bring forth the bones of the fallen, the souls of the passed and use them in their art, slaughtering where there would be mercy and consuming the dead for power. Often nicknamed the 'Litchfist' style, The way of restless slumber is to put it simply, one that lies in the realm of undeath... as as such, is not one for the pure of heart. 

Tainted Ki

At level 3, Through your Training in the ways of unlocking the secrets of Ki after death, You have managed to conjure up the forms of the dead in order to manipulate them in a way similar to puppetry or spells. You gain two options from a selection of desecrations, able to swap them out with another every level through a ritualistic bonding to the ki of the dead. This ritual, as a side effect, allows you to draw energy from the pits of death itself and resist the need to sleep. long rests must still be spent in a relaxed state (reading or otherwise), to gain the benefits of a long rest. (You gain an extra desecration at levels 5, 9, 14 and 18)

 

 

 

Decayed embrace

As part of your first attack on each turn, you can choose to expend your remaining attacks to grapple your opponent, using your Dex in place of your strength. On a successful grapple, deal 1d4 damage as you claw at their very soul and take the amount dealt as regained Ki points. 

Eyes of the grave

As a passive effect, Gain darkvision up to 30 ft (if you already have darkvision, extend it up to 30ft). 

Ghastly Visage

 Using your action, you can expend Two ki points to bring forth the tormented souls of the damned, inflicting 3d6 necrotic damage on a failed dexterity save for a 15ft cone. (you can add ki points, maximum being your monk level halved, to deal an extra d6 of damage each). Saved throws take only half damage

Mournful assault

By expending 4 ki points per corpse, Cast Animate dead. This dead gains access to the unholy reach desecration and uses your martial die as its own

Rotting defence

By expending an extra Ki point when using patient defence, you can Cover your form with a sickly rotten armour made from the bones of the passed. When using this, any creatures that wish to attack you must first succeed a wisdom saving throw, or be frightened of you and compelled to flee. Saved throws are unaffected for the remainder of the armour's presence

Screeching horrors

Using your action and 3 ki points, Summon three burning skulls which sail towards a target of your choice per skull. on a hit, using the stats for a ranged weapon attack, deal 2d6 of damage, one being flame and one being necrotic. 

Shifting soil

 By expending a ki point per target, impose a dexterity saving throw as an action. On a failure, The target's movement speed is reduced to 0 as hands from the soil below grasp them and root them to the spot

Step of the coffin

When using step of the wind, expend an extra 2 ki points to Double your movement speed as you are pulled into the ethereal plane and moved across the battlefield. When you run out of movement speed, you are automatically shunted to the material plain.

Tormenting Strike

 As a passive effect, when you strike an opponent for a fatal blow, Creatures of your choice that can see you must make a wisdom saving throw or be frightened of you.

Unholy reach

Your unarmed attacks are extended up to 30ft as they deal necrotic damage, your attacks extending through the air as a ghostly claw. damage is equal to your monk dice.

Wailing arms

 Through expending your bonus action and one ki point, you rip a passing soul from the ethereal realm to bring forth a weapon of your choice. The weapon appears as a wailing version of its original form, dealing your wisdom modifier in psychic damage as well as its original base damage. the weapon dissapears after 10 minutes has passed

Defiled flesh

At level 6, Through your further exploration into the realms of death and undeath, You have discovered the art of defiling the mortal vessels of yourself and of others, performing strange rituals to yourself and to those who you wish to harm.. or in a twisted way, assist. these rituals have slowly began to corrupt your form however bringing you closer to the ways of undeath and stripping you of your natural life despite your mortal state. your creature type is now both humanoid and undead, granting you resistance to necrotic damage. 

These rituals, be they many, do not come without their cost's. On a monk that does the way of the restless slumber, these prices can be withstood so long as their mind has the power to resist. a total equal to your wisdom modifier + 1 is the number of times these rituals can be used safely... to do so after these uses are expended is to harm your own flesh, or the flesh of a sacrifice. to take a sacrifice, you must make a successful grapple check or have one willingly offer themselves to you. Each ritual is counted as an action, and some can only be performed outside of combat. (ritual save is equal to monk save). [WARNING], each Ritual does have its drawback, some worse than others. 

DM Varient option (Gain the ability to cast ritual necromancy spells)

 

[Defilements]

  • Swift crimson: Grant a second attack action to yourself or another creature. However, on their next attack, make a constitution saving throw or take 1d12 necrotic damage as their body fails to handle the sudden rush of foreign energy (instant). Requires: nothing
  • Chilling breath : Grant yourself and another creature the ability to breath in any situation as your lungs become filled with necromantic energies for the next hour. When this period of time ends, make a constitution saving throw or suffer one level of exhaustion as your body suffers the price of not breathing properly for this amount of time. (1 minute). Requires: nothing
  • False Pulse: Cast cure wounds at 3 The health that is regained however is only temp hp. During the time that the ritual is in action, the one it is cast on loses a total of 1d4 of these hit points per turn, and the one under the effect of the ritual cannot be healed through other spells. (Instant). Requires: Fresh blood.
  • Grimm Fate: Cast ‘speak with dead’ without the need for components, bringing forth the life of the one you wish to speak to by using yourself or another as the vessel for them to inhabit. However, at the end of 10 minutes, you or the sacrifice must make a wisdom saving throw or be possessed for 1d10 turns by this spirit, at which time it becomes hostile., driven mad by the torment of its own demise. (One hour). Requires: The name of the passed spirit you wish to bring forth
  • Dark embrace: Choose one creature that you can see within 60ft. If it is not willing, it must make a charisma saving throw or else for the next minute, any changes to your hp, status or otherwise is transferred to them. (healing, damage ect). Should the creature die because of a blow that was meant for you, You must take the damage left over from the blow that killed them. (whole turn). However, in turn, any effects they come under, are instead inflicted on you. This can be cancelled at any time (instant dismemberment only causes pain, the loss limb remaining with you or them). Requires: Blood of the creature you wish to link with.
  • Restless slumber: Your, or another’s body becomes incapacitated as their spirit leaves their body and enters the ethereal realm. The only action they can take during this time, is Possession. A Charisma save against your ritual save DC, or the creature will have their body possessed for the next minute. Should the creature succeed, the spirit will be forced back into their body, taking 3d6 psychic damage. (1 minute). Requires: Nothing
  • Laid to rest: Take a corpse of a beast or humanoid. By rendering yourself or someone else unconscious, you can inhabit this creature for one hour. When in this state, the unconscious body appears as dead and is resistant to all forms of damage. You cannot venture further than 100ft from your body at all times, or be shunted back to your original body and take 3d10 necrotic damage. (instant). Requires: A fully intact corpse.

 

Heretic existence

At 11th level, Your body is now more undead than mortal... your blood no longer runs through your cold heart, your lungs no longer needing to draw breath as you walk a silent path of lifeless influence. The need to breath, eat or drink leaves your body as you let yourself feed purely off the endless well of ki that dwells in the soil, trapped there by the lives that have been lost over the years, your Still heart preventing disease or poison from being pumped through your body... But that is not all that has become of your flesh through your continued growth as an undead monk. Where as before, you might have Feared the result of death upon your body, now you can welcome it with open arms. When you reach 0 hit points, you can use a reaction to sacrifice all your remaining ki and become a wraith for one minute for each ki point spent (2 ki points+ two minutes). At the end of this, you revert to an unconscious but stabilised state. You can only do this once per long rest. 

Lusus Naturae

here you stand. A creature that stands as a bastardisation of the natural order. While not appearing undead in any sense of the state, you are and truly forever will be, removed from the living. A freak of nature, a creature with no pulse, Your non breathing, dead lungs can draw their last breath as life leaves your tainted flesh. at 17th level, You can call upon your newly awakened true undeath and shed your mortal coil.  As an action, you can do one of three things.

  • Cast 'Circle of death' using 5 Ki points, using your ritual save in place of a spell save.  Creatures slain by this spell that are not undead have their souls ripped asunder, preventing any form of Resurrection
  • You can transform your mortal shell into that of any undead with a cr of 10 or lower, Using 3 ki points per hour to maintain this transformation. (this acts in a form similar to the druid's wildshape. you must maintain concentration to keep this transformation and your mental stats do not change)
  • you can call upon your link with undeath to gain 120 feet of a unique sensing ability, allowing you to locate any creature with an air of death around them. for 1ki point, you can send out a pulse that allows you to locate all mortal or undead creatures around you (humanoids and undead only)

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