Monk
Base Class: Monk

This class is very loosely based on the ideas of Argent Energy from doom eternal.

I designed this custom subclass for a campaign a buddy of mine it doing (its a full on DOOM) campaign. This class is designed for dps, but with sprinkles of utility especially at level 17. idk what else to put here so yeah.

Bloodlust

Starting when you choose this tradition at 3rd level, you learn the Thaumaturgy cantrip. Your spellcasting ability is Wisdom. Instead of spell slots for later spells (Blood Punch), use Ardent Ki.
  You also gain 1d4+ your Wisdom modifier in temporary Hit Points. These follow all temporary HP rules (does not stack with other sources of temp HP, disappears at the end of a long rest or other duration specified if spell/magical effect, etc.)  but are regained at the end of a short rest along with Ki Points if you take the appropriate time to meditate.

Relentles Hunter

At 6th level you gain the ability to sense corruption in all living creatures. You can spend one point of Argent Ki as an action to force a target you hit with a melee attack to drain its energy.
  The target must make a Constitution saving throw against your spell save DC (See Bloodlust trait: 8 + Wis + Prof. Bonus) or take 4d6 radiant damage and be knocked 15 feet away from you. A failure of 5 or more knocks the target prone. On a success, the target takes half as much damage and there is no additional effect.
Construct-type creatures that aren’t cursed automatically succeed the saving throw.

Purge the Damned

At 11th level you can cast Blood Punch at 2nd level as a free action and without spending Argent Ki when spending Ki Points to use Flurry of Blows.
  Additionally, your dedication to destroying evil has begun to manifest in your very soul. When making unarmed strikes, you can choose between dealing bludgeoning or radiant damage for the damage rolls.

Feat: Improved Blood Punch

  At 8th level you gain the ability to cast Blood Punch at 4th level as opposed to 2nd level by expending an additional point of Ardent Ki. 2 additional points of Ardent Ki need to be spent for every level above 4th and the max level can go no higher than the maximum spell level of a spellcaster of the same character level as you.
  (Example: a 13th level caster can cast at 7th level, therefore a 13th level Way of Argent Energy Monk can cast at 7th level)

Argent Possesion

At 17th level you can harness argent energy from every corrupted being around you without relying on Argent Ki.
  By expending 1 Ki Point of either type as a bonus action you can manipulate up to 3 creatures (1 KP per creature) and cause them to be affected by one of the following effects based on the total amount of Ki spent on that creature:

Life Drain: You leech the target's argent energy from it and heal yourself or your allies, dealing 1d10+ your Wisdom modifier in radiant damage to the creature and healing one chosen creature within 15 feet of you for the damage dealt. Costs 2 ki

Divine Infusion: You can imbue a weapon with argent energy, giving you advantage on your next attack roll with that weapon and adding 4d6 radiant damage to the damage roll. Costs 3 ki

Argent Paralysis: You cause the creature's body to shudder with argent energy. The creature glows with argent energy and is considered Stunned until attacked. All attacks on the creature also have advantage until the start of your next turn. Costs 4 ki

Wrest from the Grave: You can target one creature that has died within the last 10 minutes and drain energy from your surroundings to siphon to them. The target is revived with Hit Points equal to your Wisdom modifier and an additional 2d10 temporary Hit Points.
This transfer of energy that by all laws of the world should not have happened leaves both the user and the target vulnerable. Both creatures involved gain disadvantage on all ability checks and saving throws until the start of their next turn. Costs 10 ki

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