Base Class: Monk
Many ancient orders and dark cults have learnt about the power that dwells within the lifeblood of all things living. However, few understand it to the extent of monks who follow the Way of the Crimson Fist. These monastic warriors, through careful practice, rigorous study and personal suffering, have learnt how to wield blood itself as a weapon and as a tool.
Using their own crimson ichor and the teachings of their order, these monks can empower their strikes as well as their bodies, restore life to fallen comrades and turn enemies into their puppets.
Crimson Strike
Beginning when you choose this tradition at 3rd level, you can infuse your unarmed strikes with the power of your own vital essence. Once per turn when you hit a creature with an unarmed strike, you can spend one or more of your monk Hit Dice to roll them and deal necrotic damage equal to the result. The maximum number of Hit Dice you can spend at a time equals your Constitution modifier (minimum of 1).
Strengthened Veins
Also at 3rd level, your blood and the veins they flow through have grown stronger. Your hit point maximum cannot be reduced, and you can add your Wisdom modifier to any Constitution saving throws you make.
Blood Surge
At 6th level, you can siphon the blood from your foes and use it against them. Whenever you reduce a creature to 0 hit points or score a critical hit, you gain 1 Blood Surge, which represents a portion of the creature’s life essence. You can store a number of Blood Surges equal to your proficiency bonus, and they last until they’re used up. Whenever you use your Crimson Strikes feature, you can choose to spend one or more of your stored up Blood Surges, instead of spending your monk Hit Dice. However, you must still roll one of your Hit Dice to determine damage.
Creatures that do not have blood, such as certain undead and constructs, are immune to this feature.
Ichor Transfusion
At 11th level, you can manipulate your life essence to heal your allies. Whenever you use your Crimson Strike feature, you can use your bonus action to choose one creature within 15 feet of you, causing it to regain a number of hit points equal to the necrotic damage dealt by your Crimson Strike feature.
Sanguine Puppet
At 17th level, you can seize control of the blood that flows through your foes. As an action, you can spend 5 ki points to cast the Dominate Person spell. When cast in this way, the saving throw required for the spell becomes a Constitution saving throw instead of a Wisdom saving throw. Additionally, if you have dealt necrotic damage against the target with your Crimson Strike feature in the past minute, the target has disadvantage on the saving throw.
You can use this feature once per long rest.
Previous Versions
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7/17/2022 1:55:58 PM
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