Base Class: Monk
Overview
Monks of the Way of the Bloodbound Fist blend their innate ki with the ancient art of blood manipulation, a forbidden technique that channels one's life force into physical forms or enhances their body. These monks are versatile fighters, equally adept at ranged and melee combat, and are known for their ability to adapt and thrive in various combat situations.
Blood Manipulation
At 3rd level, when you choose this tradition, you gain the ability to manipulate your blood or the blood of others. This requires at least a drop of blood to be freely accessible (your own, from an injury, or from a slain enemy within the past minute).
Blood Weapons: As a bonus action, you can manipulate blood to form simple weapons or shields that last for 1 minute or until dismissed. These count as monk weapons for you and deal bludgeoning or piercing damage (your choice when you form the weapon). You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Defensive Coagulation: At 6th level, you can use your reaction to cause your skin to momentarily harden when you are hit by an attack, granting you resistance to bludgeoning, piercing, and slashing damage from that attack. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Enhanced Agility
Also at 6th level, your control over your ki and blood enhances your speed and reaction time. You gain the following benefits:
- Your movement speed increases by 10 feet.
- You gain a +2 bonus to AC when you are not wearing armor or wielding a shield.
Piercing Blood
At 11th level, you can channel your ki into a high-pressure stream of hardened blood as an action. Choose a point you can see within 60 feet; all creatures in a line that is 5 feet wide and extends to that point must make a Dexterity saving throw against your monk spell save DC. On a failed save, a creature takes 3d10 piercing damage, or half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Shrine Cut
Also at 11th level, you gain the ability to focus your ki to make precise cuts with your blood weapons or unarmed strikes. As an action, you can attempt to cut through any non-living, non-magical object within reach that isn't being worn or carried. This can be used to create passages, remove obstacles, or prepare ambushes. The maximum thickness this can cut through is equal to your Wisdom modifier in inches.
Reversed Ki Technique
Starting at 17th level, you have mastered the art of using your ki to reverse damage to your body. Once per day, as an action, you can touch a point of injury on yourself or another creature to restore hit points as if using a spell slot of a level equal to half your monk level (rounded down) to cast the Cure Wounds spell. This cannot be used again until you finish a long rest.
Blood Manipulation
At 3rd level, when you choose this tradition, you gain the ability to manipulate your blood or the blood of others. This requires at least a drop of blood to be freely accessible (your own, from an injury, or from a slain enemy within the past minute).
Blood Weapons: As a bonus action, you can manipulate blood to form simple weapons or shields that last for 1 minute or until dismissed. These count as monk weapons for you and deal bludgeoning or piercing damage (your choice when you form the weapon). You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Defensive Coagulation: At 6th level, you can use your reaction to cause your skin to momentarily harden when you are hit by an attack, granting you resistance to bludgeoning, piercing, and slashing damage from that attack. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Defensive Coagulation
Defensive Coagulation: At 6th level, you can use your reaction to cause your skin to momentarily harden when you are hit by an attack, granting you resistance to bludgeoning, piercing, and slashing damage from that attack. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Enhanced Agility
Starting at 6th level, your control over your ki and blood enhances your speed and reaction time. You gain the following benefits:
- Your movement speed increases by 10 feet.
- You gain a +2 bonus to AC when you are not wearing armor or wielding a shield.
Piercing Blood
Piercing Blood
At 11th level, you can channel your ki into a high-pressure stream of hardened blood as an action. Choose a point you can see within 60 feet; all creatures in a line that is 5 feet wide and extends to that point must make a Dexterity saving throw against your monk spell save DC. On a failed save, a creature takes 3d10 piercing damage, or half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.
Shrine Cut
Shrine Cut
Also at 11th level, you gain the ability to focus your ki to make precise cuts with your blood weapons or unarmed strikes. As an action, you can attempt to cut through any non-living, non-magical object within reach that isn't being worn or carried. This can be used to create passages, remove obstacles, or prepare ambushes. The maximum thickness this can cut through is equal to your Wisdom modifier in inches.
Reversed Ki Technique
Reversed Ki Technique
Starting at 17th level, you have mastered the art of using your ki to reverse damage to your body. Once per day, as an action, you can touch a point of injury on yourself or another creature to restore hit points as if using a spell slot of a level equal to half your monk level (rounded down) to cast the Cure Wounds spell. This cannot be used again until you finish a long rest.
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