Base Class: Monk
The Way of the Soul Vampire is a dark and forbidden path that few monks dare to tread. It is a path of manipulation, sacrifice, and moral ambiguity, where the practitioners wield their fists as conduits of dark magic, siphoning the life force of their enemies and using it to bolster their own vitality or that of their allies. This monastic tradition is like no other in that is often seen as an aberration, a perversion of the traditional teachings of the monk. Monasteries that follow this path are secretive and hidden, for fear of persecution by other monastic orders and the general populace. The monks who walk this path are feared and reviled, often shunned by their own kind.
The origin of the Way of the Soul Vampire is shrouded in mystery. Some say it was born out of a desire for power and immortality, while others claim it was created as a means of survival in a harsh and unforgiving world. Whatever its origins, the path has endured, passed down through generations of monks who are willing to sacrifice their own humanity for the sake of power. Practitioners of the Way of the Soul Vampire are skilled in the art of necromancy, using their knowledge of the dark arts to manipulate the life force of their enemies. They are adept at draining the life force of their opponents, using it to heal themselves or their allies, or to enhance their own abilities.
While the Way of the Soul Vampire is a path of darkness, it is not inherently evil. Many monks who follow this path do so out of a desire to protect their loved ones or to seek vengeance against those who have wronged them. However, the temptation to succumb to the darker aspects of their power is always present, and many who walk this path eventually lose themselves to the endless hunger of those who feed on life.
The Hunger Awakens
At 3rd level, you perform the dark ritual and bind yourself to the way of the Soul Vampire the eternal
hunger for life energy awakens within you as dose a myriad of new abilities as the very nature of your body changes
Bonus Proficiencies proficiency with the Arcana skill. Additionally, you can choose two necromancy cantrips from the wizard spell list. These cantrips count as monk weapons for you, allowing you to use your Dexterity for their attack and damage rolls, and they deal necrotic damage instead of their usual damage type.
Necrotic Strikes Starting at 3rd level, your unarmed strikes deal an additional 1 d10 necrotic damage. This damage increases as you gain levels in this class,
Life Drain Also at 3rd level, whenever you hit a creature with an unarmed strike and deal damage, you can spend 1 ki point to regain hit points equal to your Wisdom modifier. Alternatively, you can choose to transfer these hit points to an ally within 30 feet of you.
Feast of Souls- If you ever are infected with Vampirism and become a full Vampire you can choose to feed off of mortals' souls rather than blood
Arts of Darkness
At 6th level, you gain access to a series of necromantic Monk Arts. These function similarly to cantrips and spells, but are unique to the Way of the Soul Vampire. You can choose three Monk Arts from the list below. You learn an additional Monk Art of your choice at 11th and 17th level.
these all cost 2 ki points
- Soul Siphon: As an action, make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes necrotic damage equal to your Wisdom modifier and must make a Constitution saving throw or become paralyzed until the end of its next turn.
- Death's Grasp: As a bonus action, you can force a creature within 30 feet of you to make a Constitution saving throw or take 2d10 necrotic damage + your Wisdom modifier and have and get disadvantage on its next attack roll before the end of its next turn.
- Soul Shackles: As an action, you can target a creature within 30 feet of you. The creature must make a Wisdom saving throw or take necrotic damage equal to your Wisdom modifier and be restrained until the end of its next turn.
- Soul Shield: As a reaction when you are targeted by an attack, you can use your reaction to gain resistance to all damage from the attack. Additionally, you regain hit points equal to your Wisdom modifier if the attack misses you.
- Soul Steal: As an action, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes necrotic damage equal to your Wisdom modifier and you regain hit points equal to half the damage dealt.
Also you unarmed strikes now get 2d10 bonus necrotic damage
Dark Acolyte
Starting at 11th level, you can spend 5 ki points to cast Inflict Wounds , Bane, Commmand or Hold Person spell without expending a spell slot. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of this feature after a long rest.
you also gain additional dark arts - you can choose 2 more dark arts you know and have access to 3 additions to the list of choices
these all cost 3 ki points
- Soul Surge: As a bonus action, you can gain advantage on all attack rolls and saving throws until the end of your next turn.
- Vampiric Shroud: As an action, you can create a 20-foot-radius sphere of necrotic energy centered on you. Each creature in the area must make a Constitution saving throw, taking necrotic damage equal to 2d10 + your Wisdom modifier on a failed save, or half as much on a successful one. this increases to 4d10 at 17th level
- Soul Step: As a reaction when you take damage, you can teleport up to 30 feet to an unoccupied space you can see. You regain hit points equal to your Wisdom modifier if you teleport in this way.
Soul Mastery
At 17th level, you gain the ability to manipulate the souls of the deceased. As an action, you can spend 10 ki points to target a creature within 60 feet of you that has died within the last minute. The creature must make a Wisdom saving throw or become your servant for 24 hours. The creature follows your commands to the best of its abilities, and you can use a bonus action on your turn to issue commands to it telepathically. If the creature dies while under your control, its soul is absorbed into your being, granting you 4 soul shards.
any time a creature dies within 30 feet of you you can spend 1 ki point to attempt to syphon their departing life energy if they fail wisdom saving throw you gain 2 soul shards if they are medium 4 if they are large and 8 if they are any bigger then that
Soul Shard Storage As a bonus action on your turn, you can spend 2 soul shards to regain 1 ki point, or 4 soul shards to regain 1 spell slot of 3rd level or lower. Additionally, you can use 10 soul shards to regain 20 hit points plus your Wisdom modifier, or 20 soul shards to regain all expended ki points. You can store a maximum of 100 soul shards at a time, and they remain stored until you finish a long rest. Soul shards cannot be used by anyone other than you. they can be sold but few will see them as any more than shiny rocks only those you perform the soul syphon ritual on will be able to use them to get spell slots back.
Sage of darkness - you now know can use all Dark Arts listed a levels 6 and 12
Necrotic Mastery -Your unarmed strikes now deal 3d10 necrotic damage
Your fists can turn life energy into life-ending disease You can cast the spell Contagion times per day equal to your wisdom modifier
The circle of life and death is your play thing - you can cast the spell Circle of Death once per long rest







Comments