Monk
Base Class: Monk

Blood Orbs

After taking on this tradition at 3rd level, you can manipulate the Ki and blood in your body. Using an action, you can expend Ki points to create orbs of blood surrounding your body or move it anywhere within 40 feet of yourself with a bonus action. As an action, up to 2 orbs at a time can also be fired off to hit an enemy creature up to 30 feet away. On impact, the orbs deal 1d10 Force damage each. Alternatively, the orbs can be ruptured, and all creatures within 5 feet of them must make a Dex save (DC 12) or be dealt 1d6 force damage and be blinded until their next turn.

The number of blood orbs you can create is relative to the number of Ki points you have, though this doesn't mean you must use all Ki points when creating blood orbs. The number of orbs you can fire off increases by two at levels 6,11, and 17.

Dracula's Fist

 At 6th level, you can now also harness another creature's blood. You can expend half your Ki points as a bonus action to siphon off hit points to heal yourself when you land an unarmed attack on a creature. The hit points you siphon equal double the damage on your attack roll + the number of Ki points used.

Sanguine Arsenal

At level 11, you can use 5 Ki points to solidify and mold your blood. You can encase your arms in your own solidified blood to increase the damage of your unarmed attacks, dealing an additional 1d10 Force damage to each hit you land. If you're not wearing armor, you can also cover your upper body in hardened blood to increase your AC by two. Additionally, you can form the blood into a single simple weapon, and the blood weapon will have the same properties as a normal one. However, the damage type of the weapon changes to Force damage. These effects remain until you either dispel them or take a short rest.

You can stack these abilities when you have more Ki points to do so, but doing so can have negative consequences. If you use two at a time, you undergo 1 level of Exhaustion for 5 turns; if you use all three at a time, you experience 2 levels of Exhaustion for 10 turns.

Blood Missile

Finally, at level 17, you can fire off a powerful blood bullet by compressing the blood in your arms. Once every long rest, you expend an action to start concentrating. You can't move while concentrating and must make a saving throw to maintain your concentration when attacked. On your next turn, if you have successfully kept your concentration, you roll a ranged weapon attack and fire off a high-speed bullet of blood at a target within 60 feet. The blood missile deals 1d100 + Wis modifier Force damage, and the creature becomes stunned until its next turn. On impact, the blood missile explodes, and all other creatures within 10 feet must make a Dex save (DC 14) or take 1d10 force damage and be blinded until their next turn. After firing off a blood missile, the user experiences two levels of Exhaustion. The Exhaustion increases if the user performs another blood technique before a long rest.

If the user moves while concentrating or is interrupted in their concentration, they must wait for their next turn to start concentrating on the blood missile all over again.

Blood Orbs

After taking on this tradition at 3rd level, you can manipulate the Ki and blood in your body. Using an action, you can expend Ki points to create orbs of blood surrounding your body or move it anywhere within 40 feet of yourself with a bonus action. As an action, up to 2 orbs at a time can also be fired off to hit an enemy creature up to 30 feet away. On impact, the orbs deal 1d10 Force damage each. Alternatively, the orbs can be ruptured, and all creatures within 5 feet of them must make a Dex save (DC 12) or be dealt 1d6 force damage and be blinded until their next turn.

The number of blood orbs you can create is relative to the number of Ki points you have, though this doesn't mean you must use all Ki points when creating blood orbs. The number of orbs you can fire off increases by two at levels 6,11, and 17.

Dracula's Fist

 At 6th level, you can now also harness another creature's blood. You can expend half your Ki points as a bonus action to siphon off hit points to heal yourself when you land an unarmed attack on a creature. The hit points you siphon equal double the damage on your attack roll + the number of Ki points used.

Sanguine Arsenal

At level 11, you can use 5 Ki points to solidify and mold your blood. You can encase your arms in your own solidified blood to increase the damage of your unarmed attacks, dealing an additional 1d10 Force damage to each hit you land. If you're not wearing armor, you can also cover your upper body in hardened blood to increase your AC by two. Additionally, you can form the blood into a single simple weapon, and the blood weapon will have the same properties as a normal one. However, the damage type of the weapon changes to Force damage. These effects remain until you either dispel them or take a short rest.

You can stack these abilities when you have more Ki points to do so, but doing so can have negative consequences. If you use two at a time, you undergo 1 level of Exhaustion for 5 turns; if you use all three at a time, you experience 2 levels of Exhaustion for 10 turns.

Blood Missile

Finally, at level 17, you can fire off a powerful blood bullet by compressing the blood in your arms. Once every long rest, you expend an action to start concentrating. You can't move while concentrating and must make a saving throw to maintain your concentration when attacked. On your next turn, if you have successfully kept your concentration, you roll a ranged weapon attack and fire off a high-speed bullet of blood at a target within 60 feet. The blood missile deals 1d100 + Wis modifier Force damage, and the creature becomes stunned until its next turn. On impact, the blood missile explodes, and all other creatures within 10 feet must make a Dex save (DC 14) or take 1d10 force damage and be blinded until their next turn. After firing off a blood missile, the user experiences two levels of Exhaustion. The Exhaustion increases if the user performs another blood technique before a long rest.

If the user moves while concentrating or is interrupted in their concentration, they must wait for their next turn to start concentrating on the blood missile all over again.

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