Base Class: Monk
Not many people know about the way of the Blind Fist, since those that practice it, learn this discipline by themselves, focusing on individual training instead of training on temples and monasteries, which makes this martial discipline a very unknown one. Monks that undertake this discipline look for what they call a new way of seeing the world around them, searching for enlightenment and the means to perceive reality around them for what truly is, blinding themselves from the falsehoods and opening their eyes to the truth. Monks that follow this path tend to go to extremes like covering their eyes, sealing them with wax or even removing them, being convinced that their sense of vision fools them, though this procedure is not required for embarking into this discipline.
Blind Talents
Monks that follow this discipline learn how to channel their Ki to see what others cannot. At 3rd level, when you take this subclass, you gain blindsight on a range of 30 feet as your Ki surrounds you and shows you everything that is around you. As a bonus action, you can spend 2 ki-points to expand your perception. For a minute, you gain a +5 bonus to Wisdom (Perception) checks and your passive perception score and your blindsight radius expands another 30 feet for the duration and you are aware of any hidden creatures that do not have total cover from you in that radius.
Flawless Aim
When you reach 6th level in this subclass, you become incredibly deadly as your talents show you where to hit. You gain the following features:
Blind Precision: As a bonus action, before you take the Attack action against one creature within your blindsight radius, you can spend up to 2 Ki points and gain advantage on that number of attacks. This benefit lasts until the beginning of your next turn and you lose any unused attacks with advantage when the feature’s duration ends. Once you use this feature, you cannot use it again until you finish a short or long rest.
Deadly Blow: As an action, you can spend a number of Ki points equal to half your monk level. You then make a melee attack against a creature you choose within range. This attack gains a bonus to the attack and damage rolls equal to the number of Ki points spent. If the attack hits, it also counts as a critical. A creature hit by this attack must make a Constitution saving throw against your Ki save DC or have disadvantage on attack rolls for 1d4 turns. Once you have used this feature, you cannot use it again until you finish a long rest.
Blind Mastery
At 11th level you increase even further your senses, making you unable to be fooled by what surrounds you. You gain truesight on a range of 30 feet and your blindsight increases to 60 feet. You can still expand both your truesight and blindsight by spending Ki points through the Blind Talents feature. Finally, when you a creature is within the expanded radius of your truesight, you can try to connect with their soul, learning their alignment. The creature can make a Charisma (Deception) check against you to try to hide this information from them, which would reveal that they are hiding their alignment from you. The DC for the Deception check is the same as your Ki save DC. Once you have attempted to determine the alignment of a creature, you cannot do it again until you use your Blind Talents feature again, paying the 2 Ki point cost.
Sokushi
When you reach 17th level in this subclass, you learn how to deal a fatal blow, guiding yourself through your perfect senses. When you take the Attack action, you may spend up to 4 Ki points as a free action. The first time you hit a creature during the next minute, you may declare it is a Sokushi (instant death) hit. The creature must make a Constitution saving throw, taking 4d10 plus another 4d10 per Ki point spent points of necrotic damage on a failed save or half as much on a success. The DC is the same as your Ki save DC and the creature has disadvantage if it has been hit by any of your Flawless Aim features within the last minute. A creature’s maximum hit points are reduced by half the damage taken until the creature finishes a long rest, and a creature dies if it has it’s hit point maximum are reduced to 0. Once you use this feature, you must finish a long rest before you can use it again.
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