Monk
Base Class: Monk

Within the crumbling walls of an ancient ruin, a monk in dark garb fights a seemingly endless horde of goblins. Blood spatters the space, with the crunching of bones and the shearing screams of metal as the well-trained warrior creates a masterpiece of death.  The monk is a swirling dance of slaughter as he quickly tears apart the horde. When the ringing of battle finally stops, the monk drinks in the silence of his power as his arms reveal the blade-like ivory protrusions of bone that coat his arms. He smiles for the final time as he slumps to the bloodied stone floor, knowing he covered his friends retreat without revealing to them the dark powers that had corrupted him.

 

The foundation of the Ahmalgian faith is that of oneness and balance within the body, and finding the beauty and grace of the natural mortal form all races experience. However, the Way of Slaughter teaches to take your body to the utmost limit. Growing bony spikes along the forearm, shedding skin to extend insect like pincers, or growing porcupine quills are to name a few effects on a practitioners body. The style twists the natural form to a grotesque beast, shredding and peeling through their foes like a monster. Only the most faithful and mentally stoic are allowed to even begin training in the techniques. One user of the art is Mayfrum, the Advisor and Yahmi of Velmara. 

K'lkiluk's Gift

Starting when you choose this tradition at 3rd level, you can manipulate your biology to protrude bony spikes from your limbs. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can add an extra damage die at the cost of 3 + your monk level of HP.

Wrath of Agony

At 6th level, you gain the ability to damage attacking enemies. As a bonus action, you can send your spikes all around your body, creating a temporary damaging armor. Until your next turn, any creature attacking you with a melee attack within 5ft of you take damage equal to (monk level) + (WIS modifier). If the creature lands a crit, they take half the damage of their attack on top of that.

Cruor's Calm

Beginning at 11th level, you can enter a special state of concentration that surrounds you with an aspect of red, bloody mist. On a short rest, you can spend hit die to augment your body to gain benefits to certain skills, regain ki points, or bolster your overall defense. This feature ends if you fall unconcious, you use a healing potion or item, take another rest, or an hour expires without blood being shed in a 30ft radius of you.

Sanguine Soothing: Using a hit die, you can gain ki points equal to (hit die) + Con. Mod. [ if overall exceeds total ki points, you gain the remainder in temp. HP ]

Vermilion Vanguard: Using a hit die, you can add the roll to your AC, your movement, or your Initiative roll.

Cardinal Charisma: Using a hit die, you can add the roll to the next Charisma or Wisdom skill check until the next short rest.

K'lkiluk's Offer

At 18th level, a practitioner has reached the utmost potential of what the mortal body can create. The night of leveling, you enter a still trance that lasts two days. In this trance, the practitioner is allowed an audience with K'lkiluk, your true master. 

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