Monk
Base Class: Monk

Either learned by animals or by your nature, your savagery knows no bounds, and the gore of your enemies empower you to continue fighting.

Savage Strikes

Starting when you choose this tradition at 3rd level, the blood and gore drenching you with each strike invigorates you.
Whenever you hit a creature with an unarmed attack, you gain 1d4 half your level temporary hitpoint. However, every missed attack makes you take that 1d4 psychic damage to your normal health. If you lose all your normal health, you die, regardless of your temporary health.

 

Killing Revery

At 6th level, the death of a creature empowers you and the adrenaline accelerates your natural healing. When you reduce a creature within 5 feet of you to 0 hit points, you can spend 3 ki points to heal points equal to your Wisdom modifier + half your level.

Savage Willpower

Beginning at 11th level, your ravaging willpower surpasses your mortality. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Ravaging Rending

Starting at 17th level, claws and fangs rend the flesh to bleed your foes. Spend 4 ki points to make an unarmed strike cause your enemy to bleed profusely, causing Bleeding.

Bleeding creatures must make a Constitution save vs DC 16 at the end of their turns, or lose 2d6 maximum hit points. Beating DC 20 ends this condition. Multiple instances of bleeding do not stack. If a bleeding creature's maximum hit points becomes less than their current hit points, its current hit points are reduced to match the max. The target gains a level of exhaustion for every 1/5 of its original max hp lost this way. A DC 13 Wisdom (Medicine) check or magical healing will stop the bleeding. A long rest with food and water recovers all max hit points and all levels of bleeding exhaustion. Alternatively, Greater Restoration or a DC 18 Wisdom (Medicine) check may restore the max hit points, but not the exhaustion.

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