Monk
Base Class: Monk

The Time for Self-Restraint has Passed

The Warrior of Abyssal Chains Monks are martial artists who are clearly less about letting go and more about making sure you never leave. While other monks are mastering inner peace or the perfect high kick, these monks are conducting demonic rituals to summon chains from the Abyss because making pacts with devils is so cliché. They've perfected the ancient arts of tying up, tripping up, and leaving opponents in... compromising positions—think bondage with a dose of 'your soul will be a demon's plaything for eternity.'

Of course, their approach does make for some interesting interactions. While their monkly peers meditate, the Warriors of the Abyssal Chains are negotiating with demon lords to expand their repertoire. They tend to be secretive about the origin of their abilities and unsavory connections. Many tend to be obsessive and controlling, determined to bend the world to their will, though sometimes they don't mind being the one dominated... just don't tell anyone about it.

Level 3: Whipper Snapper

3rd-level Warrior of Abyssal Chains feature

You have trained with chains and whips, allowing you to strike at your enemies from a distance. You have Proficiency with Whips and you can use its Mastery property. Whips count as monk weapons for you.

As a Bonus Action, you can conjure a Pact Chain in your hand or create a bond with a magic whip you touch; you can't bond with a magic weapon if someone else is attuned to it or another character is bonded with it. Whenever you attack with the Pact Chain, your reach with the bonded weapon is 10 feet greater than normal. Your bond with the weapon ends if you bond with another weapon, if it is more than 5 feet away from you for 1 minute or more, or if you die. A conjured weapon disappears when the bond ends.

Note: As the Kensei modifier no longer exists, the damage dice for your whips will need to be manually changed to match your martial arts die. This feature will be updated once the infrastructure supports it.

Level 3: Shackling Strike

3rd-level Warrior of Abyssal Chains feature

You never let your enemies escape. When you score a Critical Hit with your Pact Chain, the target is Grappled by you. While Grappled in this way, the target is Restrained. You can up to 2 targets Grappled at once.

Level 6: Planar Chain

6th-level Warrior of Abyssal Chains feature

Like some sort of zealous dominatrix, you can channel the abyssal forces through your chains. You can spend 2 Focus Points (no action required) to infuse your chain with terrifying Necrotic energy. Until the end of the turn, when you hit a creature with your Pact Chain, you deal additional Necrotic damage equal to your Martial Arts Die and they must make a Wisdom saving throw or become Frightened of you until the start of your next turn.

Your saving throw DC is equal to 8 plus your Proficiency Bonus plus your Wisdom modifier.

Level 11: Bound to Service

11th-level Warrior of Abyssal Chains feature

Your enemies cannot escape your chains even through death. When an enemy you can see within 60 feet of you dies, you may use a Reaction and spend 2 Focus Points to bind their spirit to their body, creating a [monster]Ghoul[monster] under your control. The target creature must have a Challenge Rating greater than or equal to your Proficiency Bonus. All Ghouls you create with this ability share your Initiative but act immediately after you. The number of active Ghouls you can have simultaneously is equal to your Proficiency Bonus. The Ghouls remain under your control for up to 1 minute after which they become immediately hostile towards you.

Level 11: Skewer the Unworthy

11th-level Warrior of Abyssal Chains feature

You have learned to absorb your chains directly into your soul, blasting them from your body to skewer your enemies. As a Reaction to being hit with an attack, you can target an attacker you can see within 60 feet that you can see and make an attack with your Pact Chain against them.

Level 17: Scarlet Treason

17th-level Warrior of Abyssal Chains feature

You can turn your opponents' blood against them, ripping them apart from the inside out—alternatively, you could try therapy. As a Magic action, you bathe the battlefield in demonic energy. All creatures within 60 feet of you whose Hit Points are beneath their Maximum Hit Points must make a Constitution saving throw or become Poisoned for 1 minute as their blood actively works against them. Bloodied creatures make this save with Disadvantage. A creature who ends their turn more than 60 feet away from you can repeat this saving throw, ending the effect on a success.

Once you use this ability, you can't use it again until you finish a Long Rest unless you spend 4 Focus Points (no action required) to restore your use of it. Creatures without blood are immune to this ability.

Your saving throw DC is equal to 8 plus your Proficiency Bonus plus your Wisdom modifier.

Level 17: Safe Word

17th-level Warrior of Abyssal Chains feature

Nobody keeps you chained a bed because they "lost" the key. Never again. You are immune to the Grappled and Restrained conditions.

Previous Versions

Name Date Modified Views Adds Version Actions
12/23/2024 4:37:10 AM
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Gamma
Coming Soon
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