Base Class: Monk
Master the power of controlling blood to become more powerful than you could ever imagine.
Bloodbending
When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of blood. A discipline requires you to spend ki points each time you use it.
- When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of blood to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals slashing damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10
slashing damage.
- You can spend 2 ki points as an action to create a whip of blood that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10
bludgeoning damage, plus an extra 1d10
bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
- You can create a blast of compressed blood that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10
bludgeoning damage, plus an extra 1d10
bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
Crimson Cell
Paralyze: you can expend 3 ki points to choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw (equal to 13+ your proficiency bonus) or be paralyzed for the duration. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At Higher Levels. When you use this feature using 3 more ki points, you can target one additional humanoid per 3 ki points spent. The humanoids must be within 10 feet of each other when you target them.
Hematic Healing
At 11th level, when a creature with blood in it dies, you can spend 4 ki points and use a reaction to heal [roll]3d10[/roll] points of health. as part of this action, you can choose how to spread each dice out. you can choose to take all 3 for yourself or give one to 2 teammates and yourself.
Bloodbending Mastery
Your Bloodbending training is complete, allowing you to unleash its full potential.
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
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