Base Class: Monk
You have trained your Ki to infiltrate your opponent's body and move around their insides. You can use the "Stolen Vitals" and "Blood Twister" abilities. You also gain advantage on Constitution saves against the stun and poisoned condition.
Blood Twister
Spending 1 Ki point, your Ki infiltrates the opponent's body, messing with their insides. In addition to the original damage, you can deal 2d6 necrotic damage. In addition, they start to bleed, and will take an additional 1d6 damage every turn unless they take an action to stop the bleeding.
Stolen Vitals
you can spend 1 Ki point to push your Ki into your opponents, you can steal their vital essences and make it your own. You regain hit points equal to half the damage dealt+ your constitution modifier+ your wisdom modifier.
Blood Shot
Starting at 6th level, you can spend 2 Ki points to cause your own blood to form in your hands and solidify into a small dart, you take 1d6 damage. This dart shares the same properties as the weapon. This dart can be thrown at an enemy or an ally and uses your proficiency bonus + your wisdom modifier , the effect is determined by the intentions of the thrower. If thrown at an ally, you can choose to heal them for 2d6 + your wisdom modifier, if thrown at an enemy, they instead take 3d6 necrotic damage.
Crimson Thread
You can smell concentrations of blood, allowing you to find vital points on the enemy's body. Rolling a normal attack, the role for a critical hit is lowered to 19. You can also choose to stun the enemy without using a Ki point if you manage to hit with a natural 19 or higher
Ungodly Endurance
Starting at 10th level, you can spend 3 Ki points to temporarily solidify your blood, hardening your skin. You gain a +5 bonus to your AC but your speed becomes 0 until you choose to remove this effect. If you choose to keep this effect up for more than 2 rounds in a row, you begin to take 2d4 damage every turn while the effect is up. Alternatively, you can also do this to Allies.
Blood Wall
at 14th level, you can spend 4 Ki points to summon a 10 ft wall of blood, taking 2d8 damage to yourself in the process. While this wall is up, you are considered to be behind total cover, you may attempt to attack an enemy on the other side with disadvantage, but the attack will be considered a sneak attack. You can also control this wall, making it move 5ft in any direction, if an enemy gets caught in the wall, they will suffer an automatic 2d6 necrotic damage, an each turn they remain in the wall they take an extra 1d6. They can attempt to escape the wall by making a dexterity saving throw with disadvantage.
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