Base Class: Monk
Monks of the Way of Blood and Bone learn to manipulate their body to a higher degree than the rest. They have honed their bodies to be as moldable as clay and as sharp as a blade. Any who oppose them either don't live to tell the tale or are too traumatized to ever speak again.
Those that follow the Way of Blood and Bone are able to move in unnatural ways to slip into hard-to-reach areas and grapple opponents more effectively. They often utilize their abilities for subterfuge or for horrifying any who discover them. Masters of this art can even control severed limbs as though they were attached and take the bodies of others to use for their own goals.
Level 3: Instrument of Death
You can manipulate your form to create weapons of jagged bone or solidified blood (no action required). You can use your weapons to make Unarmed Strikes. When you do so, you gain the following benefits:
- You can change the damage type to either Piercing or Slashing damage.
- You can use Constitution instead of Strength for the attack and damage rolls.
- If you are Grappling the target, you have Advantage on the attack roll.
- If you hit and your current hit points are less than half of your maximum, you can spend 1 Focus Point to siphon away some of the target's flesh and blood, regaining Hit Points equal to the damage dealt by the attack.
Level 3: Contortionist
You have learned to bend and twist your body in unusual ways. You gain the following benefits:
- You can squeeze through a space as narrow as 1 inch wide, provided you are only wearing and carrying flexible objects which could also fit through such a space. Any objects that cannot fit are left behind. You cannot enter a creature using this feature.
- You can grapple a creature using one, or both, of your legs, which halves your speed or reduces it to 0 respectively.
- You can fit your body within 1 cubic foot of total space.
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You can move your body in weird and unnatural ways without injury, such as bending joints backwards or rotating your head 360 degrees.
Level 6: Blood of the Covenant
When using your Deflect Attacks feature, if you do not reduce the damage of the attack to 0, you can command your spilled blood to strike a creature of your choice within 10 feet. Make an Unarmed Strike against the target using Constitution, dealing Slashing damage equal to the damage dealt to you after the reduction from your Deflect Attacks feature instead of its normal damage.
Level 11: Detach and Dismember
Your spiritual form has an unbreakable bond with your physical form, granting you the following benefits:
- When you take Slashing or Piercing damage, you can spend 2 Focus Points to take no damage and safely remove a portion of your body.
- Severed portions of your body still function as though they were attached.
- Attacks against severed portions are treated as attacks against you, with the attacker rolling an attack roll against your AC as normal.
- By forgoing an Unarmed Strike, you can connect tendons of flesh to any severed parts of your body within 30 feet of you. You can then move the portion to another point within 30 feet of you and the original point. The tendons remain until you remove them (no action required). If the tendons are hit by an attack, they wither away and the portion falls if it is midair.
- You can reattach any severed parts of your body by touching it to the point it was severed from, leaving no trace of harm.
- You know the direction and distance between all parts of your body as long as they are on the same plane of existence.
- By spending 1 Focus Point, you can cause a severed portion of your body to dissolve and regrow in its original place.
- At the end of a Long Rest or by spending 2 Focus Points, you can choose to dissolve all severed portions of your body except for 1, causing all the dissolved portions to regrow around the remaining part.
Level 17: Invasion of Privacy
If you or a severed limb is Grappling a target, you can forgo an Unarmed Strike to force the grappled creature to make a Constitution saving throw. On a failed save, you or the severed limb enters the creature's body. Any objects being worn or carried by you or the severed limb are left behind. When inside a creature, you have Total Cover and all Unarmed Strikes against the creature automatically hit. The creature can repeat the saving throw at the end of each of its turns, rolling with Advantage if you have dealt damage to it since the end of its last turn and expelling you from itself on a success. Once you successfully enter a creature, you cannot target a creature with this feature again until you finish a Long Rest, unless you expend 5 Focus Points to use it again.
Additionally, while you or one of your severed limbs is inside of a corpse that has died within the last 10 minutes, you can spend 5 Focus Points to hijack the corpse, making it appear as though it were still alive. You can use any types of movement it had in life (such as a fly speed or a climb speed), use any of its appendages and organs (such as using its arms to manipulate objects, eyes to see, or mouth to speak), and use any nonmagical features the creature had in life (such as evasion or multiattack). If you or the severed limb exits the corpse, it immediately collapses and returns to its lifeless nature. If the corpse takes damage equal to half of your maximum Hit Points, you (or the portion of you) are expelled from the corpse.
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