Base Class: Monk
Monks of this tradition have undergone a rigorous and brutal regimen of meditation, physical training, and chemical injections to modify their blood into a weapon, and organs into a sheath that can withstand such punishment. These monks often integrate into the Bloodhunter's Claret orders, and though less arcanely focused, are no less feared than their brethren.
Red Flow
When you choose this tradition at 3rd level, you gain the ability to manipulate your blood flow with Ki. As a bonus action, you can expend 2 Ki points you gain the following benefits for one minute. Your speed increases by 10 feet. When you make a bonus action unarmed strike, you can immediately make a second unarmed strike. When an attack would hit you, you can use your reaction to roll your martial arts die and add that number to your armor class, potentially making the attack miss. While Red Flow is active, if you take damage you must make a concentration check as if concentrating on a spell.
Hardened Blood
Beginning at 6th level you gain the ability to coat your limbs and weapons in your own calcified blood. As a bonus action, you can expend a Ki point to roll your martial arts die and take the rolled number as necrotic damage. For the next minute, your melee attacks now do additional damage equal to one of your martial arts die. When you hit a creature with an attack while this feature is active, it must succeed a constitution saving throw or be poisoned for one minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.
Piercing Blood
Beginning at 11th level, you gain the ability to shoot your blood in a pressurized jet. As an action, you can us a Ki point to roll one of your martial arts die and take the rolled number as necrotic damage and make a ranged attack against a creature you can see, if the creature is hit it takes piercing damage equal to three of your martial arts die. (This attack counts as magical for the purposes of overcoming resistances and immunities.) When a creature is hit, it must succeed a constitution saving throw or be poisoned for one minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on a success.
Blood Synthesis
Beginning at 17th level, you gain the ability to turn your Ki into blood. As a bonus action, you can use up to 6 Ki points and roll an equivalent number of your martial arts die and gain the rolled number to your health points. (Health points gained this way cannot exceed your current hit point maximum.) Additionally, when activating a feature from this subclass that would deal damage to you the damage is reduced to zero.
Previous Versions
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Coming Soon
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