Monk
Base Class: Monk

Monks of the Way of the Divergent Fist learn to manipulate their ki in a way that allows them to place a curse-like mark upon their foes. This mark, soon after the original strike, triggers a mimic of that blow to strike the target, forcing them to suffer the pain of the blow once more. This technique isn't a very refined one, instead, this mimic strike comes from an abnormal flow of ki, that rather than being corrected, has been fostered by the user. Due to the unrefined nature of this form of ki manipulation, the practitioners and students of this martial art often don't learn it through any school or formal teaching, instead either being entirely self-taught or having a mentor. The ki of those who use the Way of the Divergent Fist ends up being deformed and twisted, as instead of working to control and refine it, they give into the raw and malformed power of the Divergent Fist.

This malicious form of ki often causes those who specialize in this form of martial art to develop a malevolent aura that flows through their fists, often taking the form of cursed necrotic energy. These students of the Divergent Fist technique don't always intend for this energy to spill out, however, it often does, causing those around them to feel an unpleasant yet, nearly indescribable feeling. A persistent unease claws at the backs of those around wielders of the divergent fist, a cold tingle in their spine, though once again, they have no control over this. 

Those who follow the Way of the Divergent First might be members of a mercenary guild, a wandering brawler, or a traveler who seeks to use this "cursed ki" they were born with to help those who need it. Some wielders of the Divergent Fist seek to prove to the world that they are worth putting up with, trying to make themselves worthy of connection, despite the uneasy aura that pours out of them. Others use their techniques to destroy their foes, as they revel in the struggle that the foe suffers as they are beaten down in a constant barrage of both punches and cursed bursts of ki. 

 

Phantom Blow Technique

Starting when you choose this tradition at 3rd level, you can manipulate your flow of ki when you use your unarmed strikes. Whenever you hit a creature with an unarmed strike, you can use 1 ki to create a follow-up strike using the delayed impact of your ki. After being hit, at the start of the creature's next round, it must succeed an Intelligence saving throw or else it will take the damage of the original unarmed strike again, dealing force damage instead of bludgeoning. If failing the saving throw, it also suffers disadvantage on its next saving throw, as it is disoriented from the impact of your confusing technique.

Cursed Fists

At 6th level, your fists passively channel your "cursed" ki through them. Once per round, your unarmed strikes deal an extra 1d8 necrotic damage. At higher levels, this damage increases to 1d10 necrotic damage at level 12 and 1d12 necrotic damage at level 18. 

Dread Strike

Beginning at 11th level, you may expend 2 Ki points to imbue your Unarmed Strikes with a terrible curse that causes those struck by them to reel back in fear. The creature is forced to make a Constitution saving throw with a saving throw DC that is equal to your ki save DC.  

Divergent Flurry

At 17th level, you may use the phantom blow technique, the cursed fist technique, and the flurry of blows in tandem. The mastery of these 3 techniques creates a furious rush of cursed strikes that seem unending, as even after the pummelling has ended, the ki continues to beat them down. When you hit a creature with a flurry of blows, you can spend two extra ki points to pour the energy from the cursed fist technique into each blow of your flurry. Once this initial set of blows ends, the "cursed" ki is set in place, just as in the phantom blow technique. At the start of the creature's next round, the dormant ki explodes, dealing the damage from the flurry once more. Unlike when using the phantom blow technique, when using the divergent flurry, the creature has no chance to react to the technique, thus, preventing it from getting the chance to prepare itself for the follow-up strike. When hit with the follow-up technique, the creature must make a Constitution saving throw, and if failed, the creature is knocked prone.

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