Monk
Base Class: Monk

You have trained your Ki to infiltrate your opponent's body changing and their blood flow to benefit you, and to bring them down quickly.  You can use the "Stolen Vitals" and "Blood Flow" abilities. You also gain advantage on Constitution saves against the stun and poisoned condition.

Blood Flow

3rd level Way of Hemocraft

Once on each of your turns, when you hit with an unarmed or melee attack, you can spend 1 Ki point. Your Ki infiltrates the opponent's body, causing their blood to find the quickest escape. In addition to the original damage, you can deal necrotic damage equal to a roll of your martial arts die, and the target begins to bleed. Until a creature takes an action to stop the bleeding, the target takes necrotic damage equal to a roll of you martial arts die at the start of each of their turns.
Targets without blood or blood equivalent are not effected

 

Stolen Vitals

3rd level Way of Hemocraft

Once per turn when you hit with an unarmed strike, you can use 1 Ki point to steal the vital essence of the target, restoring your own wounds. You regain hit points equal to half the damage dealt plus your wisdom modifier

Blood Shot (heal)

6th-level Way of Hemocraft feature

Starting at 6th level, as an action in combat you can spend 2 Ki points to siphon your own vitality to form a dart made from your blood. The dart can then be thrown at a creature within 60 ft, letting them regain equal to 2 rolls of your Martial Arts die + your Wisdom modifier immediately. The dart dissolves after it hits. 

Blood Shot (harm)

6th-level Way of Hemocraft feature

Starting at 6th level, as an action in combat you can spend 2 Ki points to siphon your own vitality to form a dart made from your blood. This weapon shares the same properties of a normal dart. The dart can be thrown at an enemy with a ranged weapon attack, dealing necrotic damage equal to 3 rolls of your martial arts die + your Dexterity modifier. The dart dissolves after it hits.

Coagulation

11th-level Way of Hemocraft feature

At 14th level, when you or an ally you can see within 30 ft is hit by an attack, you can use a reaction, solidifying the blood and hardening the skin of the target. The target of the attack adds your wisdom Modifier to their AC against the triggering attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Sanguis River

17th-level Way of Hemocraft

As an action you can spend 4 Ki points and take 2d8 necrotic damage to yourself that can not be negated in any way. You summon a river of blood that flows from your fingers. The river can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. You can shape the river in any way you choose so long as it makes one continuous path along the ground. Each creature in that area must make a Dexterity saving throw equal to your Ki save DC. On a failed save, a creature takes 10d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The creature is then blinded till the end of their next turn. The blood then spreads out across the ground in all directions, extinguishing unprotected flames within 5 feet of it before it vanishes.

Previous Versions

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3/13/2024 2:24:59 PM
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