Base Class: Monk
Monks of the Way of the Bloodguard are the ultimate masters of martial arts and unarmed combat They learn techniques to attack, protect, and, in turn, punish their opponents as well as manipulate Earthpowr (ki) to pursue physical perfection, honing their body as a smith sharpens a sword. (Note. This Subclass may seem a bit overpowered but please keep in mind that the Bloodguard do not wear armor, carry weapons or use magic and/or magical items).
Centuries ago, the Haruchai came down from their mountains seeking some anodyne in combat for the battle lust in their hearts. They remained susceptible to gratitude, however, and the Lords of the land, a group of Earthpowerful and altruistic leaders, gave them cause to believe that their need for conquest might be quelled in service. Therefore, some of the Haruchai swore the Vow of Service as the Bloodguard.
The Way of the Bloodguard continues to honor the original 500 Haruchai who entered into a Vow of Service. There will never be more than 500 Bloodguard. If one dies, the body is sent home, and another Haruchai comes to take the Bloodguard's place. Thus, they still number almost 500, as only when a body cannot be recovered are their numbers diminished. Furthermore, their vow, since it was recognized by Earthpower when it was made, allows them to defy natural death.
The time of the Lords has passed, but the Bloodguard will, on rare occasions, join a lawful and/or permissible adventure or company to help protect them, an item, or a specific member of the party. However, after the corruption of three Bloodguard, most Haruchai conclude the Bloodguard became accustom to noble life and allowed softness to endure, so out of shame and disdain, they refuse to even consider taking the Vow of Service.
Earth Might
At 3rd level, when you choose this tradition, your Martial Arts training has hardened both your body and mind. The Bloodguard never wear armor or use shields. They rely on their abilities and training to protect them. In addition, they refuse to use magic preferring to believe in their own strength.
Due to your rigorous training and harsh living environment, your damage die increases for unarmed strikes. You can roll a d6 in place of the normal damage for your Unarmed Strike (Steel Srike) and Flurry of Blows (Fists of Fury). This die changes to a d8 at 5th level; a d10 at 11th level; and 2d6 at 17th level. This increased damage can be applied to Steel Strike and Fists of Fury. Note. Since D&D Beyond will not allow attack damage to be changed, for this subclass, I've changed "Unarmed Attack" to Steel Strike and "Flurry of Blows" to Fists of Fury. All attacks will appear on the Character Sheet, but only Steel Strike and Fists of Fury will have the improved damage. All rules that apply to "Flurry of Blows" also apply to Fists of Fury.
Earth Sense
At 3rd level, your Percipience enhances into an Earth Sense giving you advantage on saving throws to the condition of being frightened, and your speed increases by 10 due to your Vow and training; as a result, you can ward a creature within your walking range. Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect the warded creature from area effects, such as the explosion of a fireball. The connection ends if you drop to 0 hit points or if you and the target become separated by more than 30 feet. You must take a short rest before using this action again.
If the creature succeeds on the saving throw and attacks either you or the warded creature, as a Reaction, you may make a single melee attack against the attacker if it is within your reach.
Heroic Guardian
At 6th level, Earthpower awards your Vow of Service with both toughness and health. As a reaction if you expend 1 Ki, any critical hit against you becomes a normal hit, and as an action, you can regain hit points equal to three times your monk level. You may do this each day at dawn.
Earthpower gives you a +1 to all unarmed attacks, and you gain the effect of a Blood Bond with a person you are protecting. An Earthpower connection exists between you and this being. While the being is within 30 feet of you, he/she gains a +1 bonus to AC and saving throws. Also, each time he/she takes damage, as a reaction, you expend 2 Ki Points (Earthpower) to interpose yourself using your defensive techniques and impose a -2 penalty on the Attack Roll, potentially turning it into a miss. If the attack still hits, you take that amount of damage instead. The connection ends if you drop to 0 hit points or if you and the target become separated by more than 30 feet. You must take a short rest before using this action again.
Power Charge
Beginning at 11th level training, experience, Earthpower and Earth Sense strengthens your attacks and defense giving you the following benefits:
- Earthly Fists. +1 to your unarmed attacks and damage for 2 Ki Points. You can expend 6 Ki Points in this manner, and it lasts for 1 minute.
- Willpower. As a bonus action, you can spend 1 Ki point to gain Resistance to Slashing and Piercing damage for 1 minute.
- Recharge. Once per day during a Short Rest, you regain Ki Points equal to your Wisdom Modifier +1.
- Indemnity. You now have Immunity to being frightened.
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Defy Death. You have advantage on death saving throws. Moreover, when you roll an 19–20 on a death save, you gain the benefit of rolling a 20.
Shattering Fortitude
At 17th level, Earthpower rewards your diligence to your Vow of Service. Your Hit Point Maximum increases by 2 times your current level (Choose the Feat, Tough on the Character Sheet. Note. This feat cannot stack, so if you choose this Feat at an earlier level, you do not receive a Feat at this level).
Your unarmed strikes become a force that can finish even the most deadly of foes. When you hit an enemy with 4 or more attacks in a round, you may spend 3 Ki Points to force the creature to make a Constitution Saving Throw. On a failed save, the creature takes additional damage equal to 3 times your maximum Unarmed Damage. On a successful save, the creature takes half of that damage.
This Monk Subclass is based on characters, the Bloodguard, from The First Chronicles of Thomas Covenant by Stephen R. Donaldson.
(Other sources. Gap into Mirrorland; Stephen R. Donaldson and the Modern Epic Vision; "THE LAND: The Chronicles of Thomas Covenant OGL"; White Dwarf #16, #21; Wikipedia: "The Chronicles of Thomas Covenant").
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