Base Class: Monk
Specific to the Oni people of an unknown island, this way of life is meant for the most ardent of mind, soul, and body. Even the training itself is life threatening to say the least. Many of which fail, but those who do pass the tribulations of such difficult tasks become the guardians and explorers of the Churning Gates, scattered across the world. It is by their ancestors teachings, the Way of the Maō-ko, or Demon Princes in the common tongue, that they live to fight against the treacherous fiends who dwell within the Abyssal Realm.
Demon Nobility
You have a connection to the original demon lords whether by blood or pact, thus giving you some of their affinities. At 3rd level, when you choose this monastic tradition, if you are not already a species that is related to fiends (i.e. tiefling etc.), your body begins to change physically. Determine what Demonic Appearances you have using the table below. The more changes you have, the closer you are related to these demon lords.
Demonic Appearances Table
| d8 | Demonic Appearances |
| 1 | You have 1d4 horns spouting from your head. You determine the size |
| 2 | Your skin has a more noticeable red, violet, or back hue to it |
| 3 | Your pupils become slits, your whole eye is one solid color, or both |
| 4 | You have a tail reminiscent to a devil |
| 5 | Your teeth and nails are longer and sharper (not enough to do damage) |
| 6 | You grow about half a foot taller and your muscles are more toned |
| 7 | Your tongue is forked and is an extra foot longer |
| 8 | You are branded with the symbol that represents your demon clan connection |
Additionally, you can speak, read, and write in Abyssal and Infernal if you do not know them already. Whenever you are trying to solve a demonic puzzle, dispelling hellish curses, or researching on anything about fiends.
Cherished Malisons
Starting at 3rd level, you must choose a Demon Lord to learn from, imbuing their curse unto you. Choose a curse from the Cherished Malisons table. This will determine your curse magic as a Way of the Maō-ko monk:
Cherished Malisons Table
| d7 | Cherished Malisons |
| 1 | Pride's Arrogance |
| 2 | Greed's Horde |
| 3 | Lust's Fantasies |
| 4 | Envy's Blindness |
| 5 | Gluttony's Hunger |
| 6 | Wrath's Might |
| 7 | Sloth's Journey |
Each have their own teachings and techniques within:
- Pride's Arrogance
- You gain a +2 to Deception and Persuasion (Charisma) checks
- Using 2 ki points, you may add your Charisma modifier to one saving throw for yourself or to a creature that you can see within 30ft. every Long Rest
- Greed's Horde
- You have advantage on skill checks that have to do with haggling or bartering.
- As a bonus action, you may use 1 ki point to cast the Mage Hand spell. You have advantage with Sleight of Hand (Dexterity) checks using this feature.
- Lust's Fantasies
- Whenever you are talking to a creature that is the opposite gender, as an action using 3 ki points, you may cast the Charm Person spell on them. At the end, they must roll another Wisdom saving throw in order to decipher that you were the one to charm them. They don't recognize it was you who charmed on a failed save. Charisma is your spell save DC for this spell.
- Envy's Blindness
- If you take 1 minute to closely observe a creature, you know if its abilities are better or worse than yours or someone you know. If you take 10 mins to observe a creature, you additionally know its immunities and resistances. If you take an hour to observe a creature, you additionally know its vulnerabilities.
- In combat, as a bonus action using 1 ki point, you can recall this information and your attacks have advantage until the start of your next turn.
- Gluttony's Hunger
- When you eat food, you gain 2 temporary hit point up to maximum equal to your level. Starting at 11th level, you gain 5 temporary hitpoints every time you eat food. During combat you may eat up to 2 food items as an action or bonus action. These temporary hitpoints last for 1 hour.
- Whenever you are at the max temporary hit points (based on this feat), you gain a +2 AC.
- Wrath's Might
- Whenever you see a friendly creature get attacked within 60ft., you can use 3 ki points to enter a state of rage and hatred against the attacker. This state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end this state on your turn as a bonus action. You gain a +2 to attack and damage rolls and you have advantage against that creature. You cannot target any other creature with your attacks.
- At 11th level, you may use an additional ki point to force the targeted creature to roll a Wisdom saving throw or be frightened of you. If a creature succeeds the saving throw, they are immune to this feat for 24 hours.
- Sloth's Journey
- Starting at 3rd level when you choose this feat, your walking speed is reduced by 10ft., but you now have a swimming and climbing speed equal to your current walking speed.
- Once per turn, when you hit a creature with your unarmed attack, you may expend 2 ki points to halve their speed. At 11th level, you can instead expend 4 ki points to reduce the creature's speed to 0 until the start of your next turn.
Envy's Blindness
- Envy's Blindness
- If you take 1 minute to closely observe a creature, you know if its abilities are better or worse than yours or someone you know. If you take 10 mins to observe a creature, you additionally know its immunities and resistances. If you take an hour to observe a creature, you additionally know its vulnerabilities.
- Additionally, while in combat, as a bonus action using 1 ki point, you can recall this information and your attacks have advantage until the start of your next turn.
Gluttony's Hunger
Gluttony's Hunger
- When you consume anything that can be considered food, you gain 2 temporary hit point up to maximum equal to your level. Starting at 11th level, you gain 5 temporary hitpoints every time you eat food. During combat you may eat up to 2 food items as an action or bonus action. These temporary hitpoints last for 1 hour.
- Whenever you are at the max temporary hit points (based on this feat), you gain a +2 AC.
Greed's Horde
- Greed's Horde
- You have advantage on skill checks that have to do with haggling or bartering.
- As a bonus action, you may use 1 ki point to cast the Mage Hand spell. You have advantage with Sleight of Hand (Dexterity) checks using this feature.
Lust's Fantasies
Lust's Fantasies
- Whenever you are talking to a creature that is the opposite gender, as an action using 3 ki points, you may cast the Charm Person spell on them. At the end, they must roll another Wisdom saving throw in order to decipher that you were the one to charm them. They don't recognize it was you who charmed on a failed save. Charisma is your spell save DC for this spell.
Pride's Arrogance
Pride's Arrogance
- You gain a +2 to Deception and Persuasion (Charisma) checks
- As a reaction, you may expend 2 ki points to add your Charisma modifier to one saving throw for yourself or to a creature that you can see within 30ft. You may do this once every Short Rest
Sloth's Journey
Sloth's Journey
- Starting at 3rd level when you choose this feat, your walking speed is reduced by 10ft., but you now have a swimming and climbing speed equal to your current walking speed.
- As a bonus action, whenever you hit a creature with your unarmed attack, you may expend 2 ki points to halve their speed. At 11th level, you can instead expend 4 ki points to reduce the creature's speed to 0 until the start of your next turn.
Wrath's Might
Wrath's Might
- Whenever you see a friendly creature get attacked within 60ft., you can use 3 ki points to enter a state of rage and hatred against the attacker. This state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end this state on your turn at anytime. You gain a +2 to attack and damage rolls and you have advantage against that creature. You cannot target any other creature with your attacks while in this state.
- At 11th level, you may use an additional ki point to force the targeted creature to roll a Wisdom saving throw or be frightened of you. If a creature succeeds the saving throw, they are immune to this feat for 24 hours.
Accursed Strikes
Starting at 6th level, you're damage rolls do an additional 2d8 radiant damage to fiends and 2d8 necrotic damage to celestials, both ignore resistances.
Curse Imprecations
Whenever you hit a creature with an unarmed attack, you may expend 2 ki points to provoke the malevolent hellish energy within you to transfer to your target causing a negative effect. You choose up to 2 curses at 11th level. You gain 1 additional curse at 15th level. All curses last for 1 minute unless specified otherwise:
- Curse of the Unmoving
- When you bestow this curse on a creature, that creature must roll a Wisdom saving throw or be stunned.
- Curse of Soul Binding
- When you bestow this curse on a creature, you telepathically link it to your mind. Whenever you or the creature takes damage, the other takes psychic damage equal to the amount dealt to you or the targeted creature.
- Curse of the Wanderer
- When you bestow this curse on a creature, they must roll a Wisdom saving throw. On a failed save, they take no actions besides double dashing as far away as possible from you. They are conscious that they are moving away. Of course, they will not go on a path that will harm themselves.
- Curse of the Meek
- When you bestow this curse on a creature, it must roll a Constitution saving throw. On a failed save, its Strength and Constitution modifiers become 0.
- Curse of Bloodletting
- When you bestow this curse on a creature, it takes 3d8 necrotic damage and its maximum hit points is reduced by the amount of damage taken. Additionally, as a bonus action, you may expend 2 ki points to heal yourself for that amount as well.
Curse of Bloodletting
Curse of Bloodletting
- When you bestow this curse on a creature, it takes 3d8 necrotic damage and its maximum hit points is reduced by the amount of damage taken. Additionally, as a bonus action, you may expend 2 ki points to heal yourself for that amount as well.
Curse of Soul Binding
Curse of Soul Binding
By further deepening your connection to your fiendish relations, you can share a part of your burden with others. When you bestow this curse on a creature, you telepathically link it to your mind. Whenever you or the creature takes damage, the other takes psychic damage equal to the amount dealt to you or the targeted creature. You may end this link early as a bonus action.
Curse of the Meek
Curse of the Meek
Forsaking those without strength, the powers of the ancient fiends favor only the strong. When you bestow this curse on a creature, it must roll a Constitution saving throw. On a failed save, its Strength and Constitution modifiers become 0.
Curse of the Unmoving
Curse of the Unmoving
You're hellish visage momentarily comes to fruition, grasping any who stand in your way. When you bestow this curse on a creature, that creature must roll a Constitution saving throw or be stunned.
Curse of the Wanderer
Curse of the Wanderer
When you bestow this curse on a creature, they must roll a Wisdom saving throw. On a failed save, they take no actions besides dashing as far away as possible from you. They are conscious that they are moving away. Of course, they will not go on a path that will harm themselves.
Avatar of the Ancient Demons
Upon reaching 17th level, your powers are no longer becoming borrowed, but rather embodying that of the old ones. As an action, you may expend 4 ki points to enter a trance connecting you to your Cherished Malison. Your body now has a feint ghostly form around representative of your Cherished Malison. While in this form, you gain the following benefits:
- You treat any magical darkness as regular darkness and have darkvision up to 240ft.
- You gain a +1 to AC and Wisdom saving throws
- Your unarmed strikes do an additional 1d8 necrotic or psychic damage, your choice.
- You are immune to becoming charmed or frightened.
This form lasts for 1 minute and can be used once per Long Rest. At 20th level, this from lasts for 10 mins and be used once per Short Rest.







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