Monk
Base Class: Monk

The divine river of life blesses many, but for some the river remains stagnant. With the water of life slowing to a standstill, the infestation grows, the infection spreads, and the bog writhes underneath. You are one of the unlucky few for who the waters of life have stagnated.

Cursed Heritage

Starting at 3rd level, your supernatural blood partially overcomes you. Your dominant arm writhes and twists as the infestation manifests, and creatures such as blowflies, snakes, and centipedes appear to slink underneath your skin, occasionally bursting out and grabbing at anything nearby. You have advantage on checks made to grapple enemies. Your reach for grappling is increased by 5ft and you can pull grappled targets to within 5ft of you. You can choose to roll either Acrobatics or Athletics for your grapple checks.

Additionally, when a creature starts its turn grappled by you, they make a Con saving throw against your Ki Save DC, taking 1d4 poison and 1d4 necrotic damage, as well as becoming poisoned until the end of their next turn. On a success they take half damage and do not become poisoned. The damage die increases with your Martial Arts die.

Blessing of the Cursed

Starting at 6th level, the infection spreads throughout your body, giving you unearthly fortitude. You gain immunity to Poison damage and the Poisoned condition.

Additionally, when a creature takes damage from your Cursed Heritage feature you gain that many temporary hit points for one minute. You also count as one size larger for purposes of determining your ability to grapple, your carrying capacity, and the weight you can push, drag, or lift.

Spreading Pestilence

Starting at 11th level, the infestation as built up to a new level, almost like it has a mind of its own. While you have an enemy grappled, you can move without a penalty to your movement. When a creature is grappled by you they are also considered Restrained. When you have a creature grappled you can spend 2 ki points to detach the writhing mass  from your arm, leaving the creature still grappled by you but not attached to you. The creature can use an action to attempt a Str save against your Ki Save DC, freeing itself on a success.

Cursed Incarnation

Starting at 17th level, your cursed blood reaches its full strength. As an action you can spend 5 ki points and force a creature you have grappled to make a Con saving throw against your Ki Save DC. On a failure you can choose either Petrify or Corrupt.

Petrify. The creature becomes blinded and deafened, and must use its action to repeat the saving throw on each of its turns. When they reach 2 successes they are treated as normally grappled by you, losing the blinded and deafened conditions as well. On 2 failures they become petrified until a minimum of a Greater Restoration spell is used on them.

Corrupt. The creature's Str score is reduced by 5 and whenever a creature besides you touches them or the infestation they also make the Con saving throw, becoming Corrupt as well on failure. A Corrupt creature takes 4d10 Necrotic damage at the start of its turn, and you heal for half the damage dealt this way. This effect ends for a creature if they are able to break the grapple.

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