Base Class: Monk
Only two individuals know the arts of the Ghost Hand at one time, the master and their disciple. It is a forbidden medical art whose purpose it to help heal those who are thought to be untreatable, but to also inflict the most exctuciating pain on those who were ever dumb enough to cross them. They practice the Art of the Ghost Hand, a style focused around Acupuncture and fighting using needles.
Medical Arts
Starting at 3rd level, you gain proficiency in Medicine and Sleight of Hand checks.
Ghost Hand Ki Arts
Starting at 3rd level, you learn the circulation technique of your school. You are taught to constantly circulate your Ki in order to train it and harness it for your medical techniques. As a bonus action, you may choose one of the following techniques to use:
- Meridian Eye: You focus the Ki into your eyes, making it easier to find your opponents weak spots. You can spend a Ki point to be able to see the blood vessels and meridian points of a creature you can see within 30 feet for the next minute. You have advantage on attacks against this creature while Meridian Eyes are active. This technique does not work against anything that is considered a construct or is not a living creature.
- Lightning Steps: You focus the Ki into your feet, allowing you to utilize the movement technique of your school. You can spend a Ki point to double your movement for the next minute. As you move, you seem to disappear and then reappear. If you reappear within 5 feet of an enemy, they must make a dexterity saving throw, or take 2d6 force damage or half as much on a success.
- Spirit Crushing Fist: You focus the Ki into your fist, allowing you to utilize a combat technique of your school. You can spend a Ki point when you hit an enemy with a melee attack. As your fist makes contact, the enemy must make a STR saving throw or take an additional 2d6 force damage as a shockwave of Ki is forced through their body, and be forced backwards 15 feet. If they succeed the STR save, they take half damage and are not pushed backwards.
Acupuncture Arts
At 6th level, you begin to learn the art of acupuncture. As a bonus action, you can choose on of the following effects:
- You can spend a Ki point to have the enemy make a CON saving throw or become restrained until the beginning of your next turn.
- You can spend a Ki point to have the enemy make a CON saving throw or become silenced for the next minute, or until the Ghostly Needle is removed before the minute is up.
- You can spend a Ki point to have the enemy make a CON saving throw or become disoriented. The target has disadvantage on attacks until the end of their next turn.
Ghostly Needles
At 6th level, you learn to shape and form your Ki into weapons called the Ghostly Needles. As a bonus action, you may spend a Ki point to shape your Ki and create a number of needles equal to your Wisdom modifier + your proficiency bonus. They are considered monk weapons, scale with your martial arts die, and have a 20/60 ft. range.
Their uniqueness comes from the fact that they cannot be removed safely by anyone but yourself. The Ghostly Needle will stay in the creature until either you remove it or it is forcefully removed by another creature. A creature may use an action to remove the needle, however, in doing so they will cause excruciating pain. Once the needle is removed, the creature takes 4d6 piercing damage and the needle is destroyed. You also may choose to take the needle out harshly, inflicting pain upon your target rather than safely removing it.
Divine Hands
At 11th level, you are able to use your medical arts to aid your allies. As an action you can choose one of the following effects to choose from:
- You can spend 5 Ki points to end a condition of your choice that your ally is affected by (except for exhaustion).
- You can spend 5 Ki points to place an ally under an effect similar to the Haste spell, without the +2 to AC, for the next minute. When the effect ends, they gain a level of exhaustion.
- You can spend 5 Ki points to heal your ally 5 times your Monk level + your wisdom modifier.
Five Phases Acupuncture Art
At 17th level, you utilize the pressure points of your enemies in order to inflict great pain. Whenever you hit an enemy with an attack they gain a mark, up to a max of 5. For each mark they have, you add an additional martial arts die to the damage you deal (i.e. 1 mark = 2d10, 2 marks = 3d10, etc).
Whenever an enemy gains 5 marks, you can spend 10 Ki points to remove all marks and deal damage equal to a 8th level inflict wounds, as they feel an incredible amount of agony and pain.
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