Monk
Base Class: Monk

Vampirism

You are now a fledgling vampire. Training your body and life energy to give you control over your body and mind. There are only a few drawbacks from vampirism. You gain vampire teeth and a lust for blood. The weak and sick feeling in direct sunlight and it's harder to see, too bright. 

Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Bloodlust

 If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If you’re concentrating on a spell or are under an effect that prevents you from concentrating (such as the barbarian’s Rage feature), you automatically fail this saving throw.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once your attack is resolved, you regain control of yourself.

Grapple

Do to vampirism you’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Primal Strike

3rd level: Your attacks in bloodlust form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Touch of Death

3rd level: Your study of death allows you to extract vitality from another creature. The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).

Hour of Reaping

6th level: You gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

 

Shadow Step

6th level: You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and fails to teleport you.

Ki Drinker

11th level: If you reduce a enemy creature to 0 hp and they have blood and are mortal you can drink deep from there blood restoring a single ki point, it also deals a additional marital arts die of necrotic damage.

Mastery of Death

11th level: You use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Touch of the Long Death

17th level: Your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points. The target takes 4d10 necrotic damage per ki point spent. You regain hit points equal to half the amount of necrotic damage dealt.

Immortal Blood

17th level: You gain a flat hp regen at the beginning of every one of your turns equal to {{2*modifier:con}}

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