Base Class: Monk
Monks of the Way of Temptation study the hellish means of beguilement and distraction. Their techniques couple the underhanded tactics of Incubi and Succubi with the use of their ki turn the desires of their victims against them. They move with effortless, unnatural grace, drawing the eyes and lowering the guard of all those who look upon them. Their movements are the steps of an alluring dance, using that allure as weapon to penetrate the defenses of their enemies and then striking with seductive yet lethal precision.
To a tempter or temptress, attraction is simply another tool with which to assault their enemies and they train themselves to both command attention or elude it depending upon their need at the time.
Alluring Touch
Starting at 3rd level when you choose this tradition, you learn how to afflict the ki of creatures that you touch with temptation, making their desires burn within them. You may choose a creature that has been damaged by your Flurry of Blows to make Constitution saving throw, taking 1d4 points of poison damage at the beginning of their turn upon a failure. The damage of this feature changes as you gain monk levels as shown in the Martial Arts column of the Monk table. You may use this feature once per turn a number of times equal to your Charisma modifier + half your monk level (minimum of 1), regaining all uses after a long rest.
Bonus Proficiencies
When you choose this tradition at 3rd level you gain proficiency in the Persuasion or Acrobatics skill. Your practiced finesse gives you an edge in every encounter. You add twice your proficiency bonus to whichever skill you choose.
Additionally, you use your Charisma modifier when calculating your AC with the Unarmored defense feature and your ability saving throws rather than your Wisdom.*
Acrobatics
You gain proficiency with Acrobatics and double your proficiency bonus on Persuasion checks.
Persuasion
You gain proficiency with Persuasion and double proficiency bonus on Persuasion checks.
Lustful Gait
Your motions are carefully crafted to beguile your opponents. When you use at least 15 feet of your walking speed on your turn you may spend a ki point and select a number of creatures equal to your Charisma modifier that are within 15 feet, that can see you and that you can see, to succeed a Wisdom saving throw or be charmed by you until the end of your next turn. Alternatively, you may spend 2 ki points on your turn to use this feature without the movement requirement. Creatures you select must be humanoids, fiends, fey, or celestials and have an intelligence of 3 or more, otherwise they are unaffected. Charmed creatures may attack enemies aside from you at disadvantage for the duration of the charm. The range of this feature increases to 30 feet at 11th level and 60 feet at 17th level. The charm breaks if you damage the creature.
Creatures who are under the charmed condition on the same turn that they are damaged by Flurry of Blows take an additional die of poison damage from Alluring Touch if they fail their Constitution saving throw. Additionally, they are poisoned until the end of their next turn.
Throes of Passion
You revel in the heat of battle. When you take damage from a melee attack you may spend a ki point and use your reaction to make an unarmed attack against your attacker. If your attacker is affected by the poisoned condition from your Lustful Gait class feature you may roll an additional 2d6 slashing damage against the target. When your target is damaged in this way, they must make a Constitution saving throw or take one die of poison damage at the beginning of their next turn as if affected by your Alluring Touch class feature.
Kiss of Death
Your Charisma increases by 2 to a maximum of 20 and you may add your Charisma modifier to the damage of your unarmed strikes. Additionally you may spend 4 ki points to use an attack to bestow a draining kiss to an enemy, drawing their soul from their body. The creature makes a Constitution saving throw. Upon a failure, it takes 5d12 psychic damage and its total hit points are reduced by the damage dealt. If the creature succeeds it takes half that damage and its hit points are not reduced. The creature takes half that amount upon a successful saving throw.
If your target is charmed when you give the Kiss of Death they automatically fail their Constitution saving throw.
If your target is under the poisoned condition from your Lustful Gait class feature then it makes a Constitution saving throw. Upon a failure your target suffers the 5d12 psychic damage and the reduction to maximum hit points. In addition, you deal 3d12 necrotic damage and you heal for that amount. If your target succeeds the saving throw it receives half damage and you heal no hit points.
If the damage dealt by your Kiss of Death reduces the creature to 0 hit points, the target dies and you consume its soul. You gain half as many hit points as the damage dealt plus your monk level as temporary hit points. You also gain advantage on Charisma checks and saving throws for 1 hour. A creature killed in this way cannot be revived by anything other than Wish or True Resurrection.
If your target is unconscious due to non-magical sleep when you take this action then it must succeed a Wisdom saving throw or is charmed for 24 hours. If you or your allies deal damage to the creature or give it a suicidal command during this period it may repeat this saving throw, ending the effect on a success. Creatures that save against this effect are immune to it for 24 hours. You may only use this variation of Kiss of Death on humanoids, fiends, fey, or celestials and have an intelligence of 3 or more, otherwise they are unaffected.
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