Base Class: Monk
It is said that a divine river once flowed, providing life and rejuvenation to all. But somewhere along the line that flow was stoppered and halted, allowing the water to sit and stagnate. For whatever reason, perhaps in a desparate attempt to save your life, a misguided desire for immortality, or simply a disease spread throughout your family's bloodline, you've become infected with these stagnant waters.
Level 3: Impious Heritage
You gain advantage on checks made to grapple enemies.
You may also attempt to grapple an enemy who is 10 feet away from you, pulling them 5 feet closer on a success and you may choose to use your Dexterity (acrobatics) skill rather than Strength (athletics).
Additionally, whenever a creature starts its turn grappled by you, it must succeed on a Constitution saving throw against your Ki save DC, or take 1d4 poison and 1d4 necrotic damage. This die improves as your Martial Arts die increases (e.g. it will be 1d6 poison and 1d6 necrotic at 5th level).
Level 6: Preternatural Vigor
Whenever a creature takes damage from your Impious Heritage feature, you gain that many temporary hit points for 1 minute.
Additionally you count as one size larger when determining your ability to grapple, your carrying capacity, and the weight you can push, drag, or lift.
Level 11: Spreading Affliction
While you have an enemy grappled, you may move them with no penalty to your movement. Additionally, you have advantage on checks made to shove an enemy Prone and any prone enemies grappled by you are considered Restrained.
While an enemy is restrained in this way, as a bonus action you can spend 2 ki points to detatch part of your arm and leave that creature grappled, prone, and restrained for 1 minute or until they use an action to make a Strength or Dexterity saving throw to escape the restraints.
Level 17: Stagnation Incarnate
Starting at 17th level, as an action you can take on each of your turns in combat, you may spend 5 ki points to force one small or larger creature that you have Grappled to make a Constitution saving throw. On a failure, you may choose to attempt to Petrify that creature, or to Corrupt them.
Petrify: The creature is considered Restrained and must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the Greater Restoration spell or other magic.
Corrupt: The creature is considered Poisoned, cannot willingly break the grapple through physical means (though it could still, for example, teleport away), and takes 4d10 necrotic damage at the start of each of its turns and you regain half of that many hit points. This effect ends if the grapple is broken for any reason.
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