Base Class: Monk
Monks who walk the path of blood often times believe the blood in ones body is but for shedding, to be harnessed and used by those who know how to wield it. The blood within a persons body can be used to enhance a way of the blood monk’s ki, creating powerful blows upon the wounded and eviscerating those who come upon their path.
Blood-tinge
As you become adept with the way of blood you gain the ability to harness blood. You use the pooling blood of a creature within the area, or an essence akin to it and weave it into strikes.
At 3rd level You gain an improvement to your unarmed strikes. When you attack and a creature is wounded (they have been reduced by at least half of their total hit points) within 60ft of you, including yourself, you gain the following benefits:
- once per round you can add your martial arts die as extra damage to an attack you make with a monk weapon or unarmed strike.
- your unarmed strikes and monk weapons have doubled range and deal necrotic damage for the purpose of overcoming resistances.
- you add your Wisdom modifier to any necrotic damage you deal.
Masochistic Tendency
Monks in the way of blood often find challenges they cannot overcome through attacking directly and must take the long way around.
As you reach 3rd level, once per turn you have the ability to bloodlet yourself. Bloodletting deals your martial arts die In necrotic damage to yourself and makes it so for the purpose of activating the bloodtinge skill you are wounded for the duration. You lose the wounded condition at the end of your next turn.
Bloodletting
At 6th level you gain the ability to bleed a creature, regaining hit points. When you make an attack you can use 1 ki point to instead deal 2d8 + your Wisdom Modifier necrotic damage. If this attack reduces a creature below half of their maximum hit points you restore 2d4 + 1 hit points, and if it reduces the creature to 0 hit points you instead regain the damage dealt in hit points.
Bruiser
Your unarmed strikes are improved, as you learn how to draw out the blood with just your fists.
At 11th level your unarmed strikes stagger foes. When you attack a creature you can spend 2 ki points to make the creature make a constitution saving throw (DC 10 + your Wisdom modifier + your strength modifier) or gain disadvantage on all saving throws. The creature at the start of its turn can reroll the save to end the effect.
Bloodtinge Master
At 17th level you can use 5 ki points to make an unarmed strike to make a creature wounded. The creature makes a constitution saving throw (DC 10 + your Wisdom modifier + your Strength modifier) or is reduced to exactly half of its total hit points until the end of its turn and is paralyzed. At the end of its next turn it regains the hit points it lost and is no longer paralyzed. If the creature is reduced to 0 hit points during this time it is knocked unconscious and does not awake from regaining its hit points.
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