Base Class: Monk
"I need my baptism. Please I beg of you... I want to be something..."
You can feel them inside you, the wriggling, writhing things that have elevated you beyond your body's natural limits. They speak in a tongue that none understand. Their words are like water: murky, malleable, and flowing. Yet you find that the longer you listen, the clearer the water becomes. As they squirm into the creases of your brain, the words take meaning. They drip, drip, drip the secrets of the Greater Truth. You are forever changed. But is it for the better?
Inspired by the Bloodborne videogame by Fromsoftware
Level 3: Lumenwood Armaments
As a Lumenwood Kin, your body becomes a weapon that makes you a horror beyond comprehension.
The Great Ones have little need for weapons in a traditional sense. In many aspects, they are the weapon. And now, so are you. Unlike other Hunters, you only have one Trick Weapon at your disposal, the Kos Parasite. You have accepted it into your body and can access it at will. It manifests as a series of tentacles wrapped around your arms. Your hands are always free and available to use, but when you "wield" the Kos Parasite, the tentacles extend into its different forms.
Trick Weapon
| Kos Parasite | Standard: One-Handed Short Tentacle - 1d6 Piercing or Bludgeoning | Transformed: One-Handed Long Tentacle - 1d8 Slashing or Bludgeoning | Standard Weapon Properties: Light, Finesse, Parasitic Malleability | Transformed Weapon Properties: Finesse, Reach, Parasitic Malleability | Weapon Mastery: Vex |
Trick Weapons have two different forms: Standard and Transformed. You can change between the two as a Bonus Action on your turn. Trick Weapons with the "Light" Weapon Property can make the second attack with the same weapon instead of another. You are Proficient with the Trick Weapon you choose and can choose it as one of the Weapon Masteries you know per Long Rest. The Weapon Mastery works on both the Standard and Transformed forms of the Trick Weapon.
The Standard form of the Kos Parasite counts as a Monk weapon for the means of using your "Martial Arts" Monk Class Feature.
Hunter's Firearm
Like other Hunters, you receive a Hunter's Firearm. The firearm is held in your off hand as long as the weapon in your main hand is One-handed. See the explanation of the Weapon Properties below the chart. You are Proficient with the Hunter's Firearm and can choose it as one of the Weapon Masteries you know per Long Rest.
| Hunter Pistol | One-Handed Pistol - 1d8 Piercing | Quicksilver Bullet Cost: 1 per Shot | Range: 15/30ft. | Weapon Properties: Light, Parry | Weapon Mastery: Slow |
Quicksilver Bullets
You have a number of Quicksilver Bullets equal to your Proficiency Bonus. You regain all spent Quicksilver Bullets every time you complete a Short Rest. However, you may gain two additional Quicksilver Bullets by expending 1/4th of your Total Hit Points (Rounded Down). These "Blood Bullets" deal the Hunter's Firearm's normal damage with -2 penalty and last until you complete a Long Rest. You can produce these "Blood Bullets" once per Long Rest.
Weapon Properties
Parasitic Malleability - The Kos Parasite can do multiple different damage types. In its Standard form, it can be ridged and deal Piercing damage or wrap around your fist to deal Bludgeoning damage. In its Transformed state, the tentacle extends to be longer and can be whip-like to deal Slashing damage or curl up into a ball at the end to be flail-like and deal Bludgeoning damage.
Parry - When a creature makes an Attack on you, you can use your Reaction to fire your Hunter's Firearm at them. Make a Ranged Attack on the attacking creature with Advantage. If the Attack hits, it deals half the Hunter's Firearm's damage and adds +2 to your AC, possibly allowing the Attack to miss. You must have an adequate number of Quicksilver Bullets available to use this Weapon Property. If a "Blood Bullet" was used for the Parry, add the -2 penalty to the halved damage. Even if no damage is dealt, you still gain the +2 AC bonus. The AC Bonus only applies to the attack you Parry and is lost immediately after.
Level 3: Kin of the Cosmos
Your flesh is clay and can be molded into something greater...
As a Bonus Action, you can transform your body into a Kin form, causing your skin to turn a pale blue-green hue and your head to become slightly mushroom shaped. You can transform into your Kin form with the same Bonus Action you use to switch forms of the Kos Parasite.
While in this form, you gain the following bonuses.
- You can utilize the Weapon Mastery of the Kos Parasite.
- You have Resistance to your choice of Poison, Psychic, or Cold damage (You choose each time you take the form)
- You can move 5ft. anytime you make the Dodge Action and an attack against you misses. This Movement does not provoke an Opportunity Attack against you.
You transform back into your normal form after 1 minute or can do so earlier at the end of any of your turns.
You have 2 transformations per Long Rest, regaining all uses after completing one. However, if you run out of transformations before the rest, you can expend 2 Focus Points to gain an additional use.
Level 6: Parasitic Expulsion
While in your Kin form, any time you make the Dodge Action and move 5ft., you can regurgitate a cluster of parasites at the attacking creature.
The creature must succeed a Constitution saving throw with a DC equal to 8 + your Wisdom Modifier + your Proficiency Bonus. On a failed save, the creature takes Poison damage equal to one of your Martial Arts Die, or half as much on a successful one.
If you expend 2 Focus Points when doing this, and the creature fails the Constitution save, they become Poisoned until the end of their next turn.
Level 11: Kos Parasite Symbiosis
You and the Kos Parasite have become one in the same. A perfect melding of your earthly flesh and its uncanny "divinity".
While in your Kin form, the Kos Parasite gains new abilities depending on which state it is in.
Standard
The Bludgeoning damage of the Standard Form counts as an Unarmed Strike when used for Flurry of Blows at the cost of 2 additional Focus Points per use.
Transformed
You can choose to make the Transformed Kos Parasite a Two-Handed weapon, with both hands being a separate long tentacle. Doing so grants you access to new attack options depending on the damage type you choose. Each of these attack options cost 1 Focus Point per use.
Slashing damage - You slash both tentacles at the same time for 2d6 + 2 Slashing damage.
Bludgeoning damage - You jump up and slam both tentacles down for 1d8 Bludgeoning damage. If the targeted creature is Large Size or smaller, they must succeed a Strength saving throw or be knocked Prone.
Level 17: A Call Beyond
You are borderline transcendent. The universe opens when you call.
Whilst in your Kin form, you can use a Magic Action to spend 4 Focus Points and reach up, ripping open a tear in the cosmos, and showering the area around you with bolts of cosmic fire.
Any creature within a 15ft. Emanation around you must succeed a Dexterity saving throw. On fail, the creature takes 3d8 of your choice of either Psychic, Radiant, or Fire damage and are Blinded until the start of your next turn. On success, the creature only takes half damage.
You can use this ability once per transformation into your Kin form.
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