Monk
Base Class: Monk

Monks of the Mutant join a tradition cloaked in secrecy and scorn, for most other monks shun the process by which these monks pursue bodily might. To follow the Way of the Mutant, a monk must mutate their own blood to manipulate their ki. The result transforms the monk at the most fundamental level, but to do so reaps reward that the body could not normally provide.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Medicine skill if you don’t already have it. You also gain proficiency with your choice of Alchemist's Supplies, Brewer's Supplies, or the Poisoner's Kit if you don’t already have it.

Alchemist's Supplies

This choice provides you proficiency in Alchemist's Supplies.

Brewer's Supplies

This option provides proficiency in Brewer's Supplies.

Poisoner's Kit

This option provides proficiency in the Poisoner's Kit.

Blood Mutagens

At 3rd level, you learn two mutagens of your choice from the Mutagen List. You can take one minute to concoct a single mutagen, which must be consumed within 24 hours or it loses its effect. Consuming a mutagen requires a bonus action, and the effects (including side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system. Mutagens are designed for your biology and cannot be consumed by others.

You gain access to one additional Mutagen at 6th, 11th, and 17th level. Additionally, when you gain access to an additional mutagen, you may replace a mutagen you already know with another.

Clear

You divert the steady flow of ki to your muscles, routing it instead into your senses. Your Wisdom score increases by 2, as does your Wisdom maximum.

Side effect: Your armor class is reduced by 2 as your muscles react slowly.

Corrupted

Prerequisite: 11th level

Your mutated ki seeps from your knuckles, bubbling hot as acid. When you make an unarmed strike while corrupted, you can strike from a range of 15 ft instead of 5 ft. If you hit from 5 ft, the target takes your normal unarmed strike damage plus an additional 1d6 acid damage. If you hit from further than 5 ft, the target takes 1d6 acid damage.

Side effect: You are vulnerable to fire damage.

Critical

Prerequisite: 11th level

You divert ki from your heart and hold it in wait for the right moments. Your attacks score a critical hit on a roll of 19 or 20.

Side effect: All healing you receive is halved.

Decay

Prerequisite: 6th level

You rapidly divert ki from your blood to strengthen your knuckles. You may add 1d4 bludgeoning damage to your unarmed strikes. 

Side effect: While conscious and in combat, you lose hit points equal to 1/4 of your level rounded up at the start of your turn.

Growth

Prerequisite: 6th level

You rapidly divert ki from your extremities to heal your body. While conscious and in combat, you regenerate hit points equal to half of your level rounded up at the start of your turn as long as you are above 0 hit points.

Side effect: Your speed decreases by 10 ft.

Impermeable

Ki infuses your mutated muscles to make dense the muscle fibers. You gain resistance to piercing damage.

Side effect: You gain vulnerability to slashing damage.

Shielded

Your mutated ki uncoils the fiber of your bones and pushes it up into your skin. You gain resistance to slashing damage.

Side effect: You gain vulnerability to bludgeoning damage.

Slippery

Ki-infused plasma leaches through your skin to coat your body in an oily substance. You gain immunity to the grappled and restrained conditions. At 11th level, you also are immune to the paralyzed condition.  

Side effect: You take a -2 penalty to initiative. At level 11, you take a -5 penalty.

Statis

Prerequisite: 6th level

You divert the ki in your brain to your heart. When you are reduced to 0 hit points, you instantly stabilize.

Side effect: You have disadvantage on Intelligence Checks and Saving Throws.

Swift

Your ki thins the blood in your body, allowing it to flow more quickly to your muscles. Your Dexterity score increases 2, as does your Dexterity maximum.

Side effect: Your Wisdom score decreases by 2 as you struggle to concentrate.

Unbreakable

Your divert the flow of ki from your skin to your muscles. You gain resistance to bludgeoning damage.

Side effect: You gain vulnerability to piercing damage.

Wary

You divert the ki that powers your senses and channel it into the tips of your toes. You gain a +2 bonus to initiative.

Side effect: You have disadvantage on Wisdom (Perception) checks.

Weep Blood

At 6th level, you gain the ability to channel your mutated blood through your tear ducts as an action. When you take this action, each creature within 10 feet of you must succeed on a Constitution saving throw against your Ki Save DC or be poisoned until the end of your next turn.

Cleansing Ki

Beginning at 11th level, when a side effect of your active mutagens is triggered, you can use your bonus action to spend 1 to 3 ki points to temporarily resist the negative effects for a number of rounds equal to your spent ki points.

Medusa's Tears

At 17th level, you may spend 10 ki points to imbue your tears with increased toxicity for one round. When you take the Weep Blood action, each creature within 30 feet of you must succeed on a Constitution saving throw against your Ki Save DC. On a failure, the target is poisoned and takes 5d10 acid damage. On a failure of more than 10, the target is petrified. On a success, the target is not poisoned but takes full damage.

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