Monk
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 

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 

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 

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 

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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