Prerequisite: Monk
Having battled many demons, you have learned to mimic their ferocity and fearlessness.
- Demon's Rage: While in melee combat you can choose to attack with reckless ferocity gaining a bonus to damage equal to your proficiency bonus, and advantage on all your melee attacks until the start of your next turn. Other creature will have advantage on their attacks against you during this time. When you are hit my a melee attack you can use your reaction to make an additional melee attack against the creature who hit you.
- No Surrender, No Retreat: Whenever you would suffer a loss of control effect such as fear or charm due to a failed saving throw, you can spend 1 Ki point to reroll that save. However once you have used this ability to successfully resist an effect you cannot willingly leave combat until all your foes have been killed or have fled.
- Savage Brutality: Whenever you use your flurry of blows ability, and strike the same creature with 2 consecutive unarmed strikes, you can spend 1 additional ki point to try an inflict a brutal injury. The target creature gets to make a Strength or Dexterity save to try and avoid the effect. On a failure you can choose one of the following brutal injuries to inflict: 1. Eyes gouged out: gouge the creatures eyes causing it to be Blinded. 2. Ears ripped off: rip off its ears causing it to be Deafened. 3. Broken Arm: you break the creatures arm causing it to have disadvantage on attack rolls. 4. Broken Leg: You break the creatures leg reducing its walking speed by 1/2. 5. Gushing Wound: You slash and tear off hunks of flesh leaving open bleeding wounds, the target takes bleed damage at the start of each of its turn equal to your martial arts die, until it is healed by magic or spends an action treating the wound with a healers kit. 6. Teeth Smashed In: You knock out several of the creatures teeth, and badly injure their lips. Creatures who have suffered this injury cannot cast spells with verbal components, or make bite attacks until healed. These conditions will persist until the creature takes a long rest or is cured by a lesser restoration spell.
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