Base Class: Monk
Monks that study the Way of Suffering follow the belief that instead of pushing darkness away, like many other monastery teachings, the pain and heartache of life must be embraced. These monks use pain to focus their mind. Their bodies remain as sharply honed as any monk would, but they are freed to embrace their emotions, and use their hardships to push the limits of physical abilities. These are dark monks, long seen as a taint within the many teachings of the monk families.
Bleeding Hand Technique
Starting when you choose this tradition at 3rd level, you can pull power from your pain, and the more pain, the more power. For every 10 hit points missing from your total hit point count, you deal an additional 1 point of necrotic damage on your unarmed melee attacks, up to your Monk level.
Lessons In Pain
Also at 3rd level, pain is your constant companion, and you understand it on an intimate level. You comfort with pain sets people on edge, and you can see the signs of pain in others, no matter how subtle.
You have proficiency in intimidation, medicine, and insight. If you are at or below half your total hit points, you have advantage on these skills as well.
Bleed Dry
By 6th level, you can pull from your body's own ability to heal and shunt that healing to draw out more of your spirit. As a bonus action, you may sacrifice hit dice from your hit dice pool to restore Ki. You restore 1 Ki Point for every 2 hit dice sacrificed.
Vessel of Pain
At 11th level, you gain the ability to pull the pain from all around you, draw it in, and channel it forth as a deadly weapon. As a bonus action, you may enter a dire state of pain. This state lasts for 10 minutes or until you dismiss it later as a bonus action.
When you enter this state you lose 2d10 hit points, and then later, at the start of each of your turns while in this state you lose 2d10 hit points plus an additional 1d10 for each turn you have been in this state.
Also while in this state, you may add your Wisdom modifier to the attack and damage rolls of your unarmed melee attacks. At the end of your turns while in this state, you may choose to restore hit points equal to the total damage you dealt with your unarmed melee attacks. You may enter this state once per long rest.
Numb
At 17th level, your endless embrace of pain has conditioned your body to become numb to the worst the world has to offer. If you are reduced to 0 hit points and not killed outright, you remain standing and are not knocked unconscious. Instead, at the start of each of your turns you lose 1 Ki point for every turn you have been at 0 hit points and/or "dead".
You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until you run out of Ki points, and you die then only if you still have 0 hit points. You are unable to cast spells in this state, as the act of remaining alive requires all of your focus.
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