Base Class: Monk
The Bludravins were a family of mortals blessed with the powers of an unknown entity, giving them strange eye mutations named the Crimson Eye and the Violet Eye. They each had abilities to go with them. The Bludravins were not related by blood, and not the only ones able to be gifted with the eyes. Not many of them exist today, but they are out there.
Knowledge Of The Crimson Eyes
Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to reflect the damage it would've dealt. This benefit lasts until you finish a short or long rest.
Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Crimson Eyes: False Reality
Starting at 6th level, When you look at a creature, you can spend 1 ki point and force it to make a WIS saving throw. On a failed save, the creature is unable to move, react or attack and all rolls directed at it are made with advantage for up to 10 minutes. This effect can be imposed on the creature simply by looking at them
You know whether the creature succeeded or failed its saving throw. An affected creature is unaware of this effect and can not avoid it if the saving throw fails.
This can be used outside of combat to get someone out of your way or incapacitate them without using weapons or fists.
Wisdom Of The Crimson Eyes
Also by 6th level, you have extensively studied the history and lore within the archives of the Crimson Eyes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.
Crimson Eyes: Recall
Starting at 11th level, you’ve honed your Knowledge of the Crimson Eyes bestowed to you, figuring out just how much potential they have. Once per turn, if you’ve already taken your action or reaction, you may spend 1 ki point to take an additional action or reaction. You can only use one action or reaction per triggering effect.
Crimson Eyes: Torment
At 11th Level, When looking at an opponent, you can spend 1 Ki Point to force them to make a WIS saving throw. If failed, The opponent will be unable to move for 1d6 turns, taking 5 damage every turn they are under the effect.
Awakening The Violet Eye
Upon reaching 17th level, you’ve mastered the Crimson Eyes, your right eye will become a shade of violet, causing you to awaken new abilities. All of these can be used after spending 2 Ki Points.
Violet Eyes: Mirror
Using the Violet Eyes, reflect an opponents attack back on themselves as a reaction. The attack is guaranteed to hit.
Violet Eyes: Shift
Using the Violet Eyes, Teleport yourself or a target anywhere within 90ft
Violet Eyes: Reckoning
Using the Violet Eyes, conjure two spectral arms to fight with you in battle for 1d3 turns. This allows you to use spells and unarmed attacks at the same time.
Wisdom Of The Violet Eyes
You can learn any 5 spells.
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