Base Class: Monk
these monks absorb curses into their blood and use ki to control them in combat
curses
Starting when you choose this tradition at 3rd level, you can control the curses inside you and giver yourself beneficial mutations. every ability has a combat side, a rp side and a curse side. the rp side and curse side stays till another curse is chosen and the combat and side goes away after a minute
as a bonus action you can spend 2 ki ponits to roll randomly on the curses table
1 sea curse. you gain 5 tentacles coming from any part of your body that you choose. you also decide there appearance and gain the following abilities
.combat - you can use a tentacle in place of what you use for an unarmed strike and it has a range of 10 feet. after a minute the tentacles shrink and lose their effect to be used in combat.
rp -you can still use the tto grab and hold things. you gain resistance to fire damage
curse- you gain vulnerability to cold damage and your always considered to be wet
. 2 undeath curse. you become ghostly or start decaying. you gain the following abilities
combat-you gain advantage on death saving throws. after a minute you body begins to start becoming mortal again and you lose advantage of death saving throws
rp- you no longer need to eat, drink sleep, or breathe.
curse-you gain vulnerability to radiant damage and have disadvantage on charisma checks and are considered unhealthy looking
3 fey curse. you gain leaves and plants growing from your body. you choose there appearance and gain the following abilities
combat- you can use an action to roll on the wild magic table on the sorcerer page. after a minute the plants begin to decay and you lose the ability to use the wild magic table
rp-you can also cast speak with animals at will.
curse-you gain vulnerability to slashing damage and your skin becomes a random color
4 beast curse
combat- you become beast like in nature and gain claws fangs and hooves. you each one of these parts can be used to make unarmed attacks with one of these damage types slashing(claws) piercing (fangs) and bludgeoning(hooves).
rp-you gain the advantage on checks that require smelling, hearing and seeing.
curse- you gain vulnerability to any weapon attack made by someone wearing a holy symbol or any attacks made with silver weapons and you look very hairy
give curse
At 6th level, you gain the ability to give curses to others. as a bonus action you can spend 3 ki points to make a unarmed strike against a creature thats a undead or construct. if the attack hits the creature is cursed and gains one of the following curses. roll a d4 to choose the curse that last for one minute
1 sea curse
the creature hands becomes tentacles and all objects the creature is holding are dropped. if they can see water they must make a wisdom saving throw. on a failure they have to spend thier turns to move closer to the water. at the end of each of their turns they can make the saving throw again and end the effect on a success
2 undead curse
the creature becomes very skinny and hungers for life energy. for one minute at the start of their turns they must attack the creature thats closest to them. undead and constructs are immune to the this curse
3 fey curse
the creature gets fey symbols on their body
for one minute after the creature makes an attack thay have to make a charisma saving throw or on roll on the wild magic table on the sorcerer page if they fail. fey are immunte to this curse
4 beast curse
the creature becomes beast like in appearance and is unble to speak and its intellegence becomes 6 if its not already lower. beast are immune to this curse
cursed blood
Beginning at 11th level, your blood becomes cursed and you gain all the rp abilities of the curses from level 3
witch crafter
At 17th level, you gain the ability to turn your self into a hideous beast
for one minute you can spend 5 ki points to gain the following benefits
1 you become large
]2 your body becomes deformed and covered in tentacles, covered in mushrooms, plants, fur and eyes. and creature that starts its turn in 5 feet of you has to make a wisdom saving throw or become frightened of you till the end of your next turn
3 your attacks deal an extra 2d6 damage
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