Monk
Base Class: Monk

The Way of the Sanguine does not come from one particular sect or tradition of hemomantic practitioners, they began their teachings on their own after "borrowing" knowledge from many different hidden texts. The hemomancy they practice is varied from those known as Blood hunters and Blood mages, they do not call upon the powers of the sanguine directly, they instead bend the control of their own blood through the use of ki. Each use comes with a dire cost, but with improvement and plenty of training a student can learn to fully control their body like none other. 

Vital Balance

Beginning at 3rd level, You have learned to maintain a moderate control of your vitals allowing you to recover exponentially faster than most. 

  • When you roll a Monk Hit Die to regain hit points, you regain additional hit points equal to your proficiency bonus for each hit die expended.
  • Additionally when making death saving throws you gain a critical success on a 19 or 20

Flowing Ichor

Starting at level 3 You have learned to awaken your blood through the use ki and have begun to see its power in action. 

Upon expending a ki point you can use your action to perform Flowing Ichor allowing you to send a torrent of your own blood to nearby enemies and allies alike. You can send your blood to harm or heal nearby creatures within 15 feet of you. You take damage equal to your level to either harm or heal a creature for two rolls of your martial arts die plus your Wisdom Modifier. (The damage done by this action is considered magical slashing damage)

 You may choose to amplify this action by doubling the damage you take and doubling the dice rolled as a free action.

Draining Assault

At 6th level, You have begun to understand the flow of blood to a point where you can now understand how to manipulate the flow of others sanguine power. 

When you expend a ki point to perform Flurry of Blows you can cause a creature you strike to have their blood drained from their freshly opened wounds, for each of the two strikes you land the creature must make a Constitution saving throw equal to 8 + Wisdom Modifier + Proficiency bonus or be drained of an extra martial art die of necrotic damage, additionally you heal for a roll of your Monk  hitdice as you absorb the lost essence into your own body. 

Sanguine Sacrifice

Starting at 6th Level, You may choose to expend your Monk hitdice in replacement of any ability that would cost a Ki point. When you use this feature you take damage equal to your Proficiency bonus for each Monk hitdice used.

Congealed Aegis

Starting at 11th level, you’ve honed your arts to a point of mastery. As a bonus action you may expend 3 ki points imbue your blood with hardening properties granting you resistance to Bludgeoning, Piercing, and Slashing damage for up to one minute. During this time you are unable to affect your own blood flow causing you to be unable to perform Flowing Ichor or Accelerate on yourself but may still use Draining Assault as it affects others blood. You may drop this effect at any time as a free action.  

Reactive Tempo

Starting at 11th Level You have learned to speed and slow the rate of a creatures blood flow. 

  • As an Action you can expend 3 Ki points and target a creature within 30 feet of you and choose one of the two options 
  • Accelerate: The creatures movement speed is increased by 15 feet, it gains a +2 to ac, and at the end of the targeted creatures turn it gains temporary hitpoints equal to their proficiency bonus for each successful attack they made during their turn. These effects last for the next minute and once this effect ends the creature can not move for one turn and has disadvantage on their next attack, ability check, or saving throw and it loses all temporary hitpoints gained from this ability. 
  • Decelerate: The creatures speed is reduced by 15 feet, The targeted creature must make a constitution saving throw equal to 8 + Wisdom Modifier + Proficiency bonus and on a failed save for the next minute they take damage equal to a roll of their hitdice for each action, bonus action, or reaction they take as the blood flow slows and deprives their body of oxygen, the creature also gains disadvantage on strength, dexterity, and constitution saving throws while under its effects. The creature may repeat the saving throw at the end of each of their turns.

Blood Art of Control

Upon reaching 17th level, You have mastered the arts and uncovered many useful aspects of hemomancy and now have gained the following abilities:

While you are conscious and you start your turn below half your hitpoints you regain hp equal to the number of your remaining hitdice

LimitBreaker: As an action you spend 5 ki points to release your bodily limits and channel the flow of blood to your fists. For the next minute each unarmed strike you make causes a wave of blood to cascade towards your enemies giving your unarmed strikes a range of 15 feet and dealing additional magical slashing damage equal to two rolls of your martial arts die. In exchange for each unarmed strike you make you take damage equal to one roll of your Monk  hitdice as you slowly tear your body apart from the strain of using this power. 

 

 

Previous Versions

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1/23/2022 11:34:33 PM
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5e
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Way Of The Sanguine Monk Image

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