Monk
Base Class: Monk

A cursed tradition created by the dark intentions, the Way of the Restrained Hunger's uncontrollable bloodlust required a strong will to subdue to craving. After obtaining the curse, this living weapon broke free from their restraints and unleashed themselves into the world. Now they are controlled by no one - following only their hunger for knowledge and blood - and relishes the opportunities to let loose, even if reining back the frenzy isn't easy.

Crimson Curse

At 3rd level, your monastic tradition has led you down a cursed path. As part of this curse, you permanently gain the following effects:

  • You no longer can expend hit dice to heal during a short rest.
  • Whenever you expend a ki point, you take necrotic damage equal to half your monk level (rounded down).
  • You can expend a number of hit dice in place of expending an equivalent number of ki points. For each hit die expended you gain temporary hit points equal to the die's roll + your Wisdom Modifier.

While you have temporary hit points from this feature, you have resistance to bludgeoning, piercing, and slashing damage.

Blood Frenzy

At 3rd level, as a bonus action you can expend a ki point in order to enter a Blood Frenzy. While in a Blood Frenzy, you cannot hold concentration and must spend your movement to move towards the nearest hostile creature. If there is no hostile creature within range of your current movement, you must move to the nearest creature instead. Whenever you enter within 5ft of a creature, you must take the Attack action and only attack that creature. If the creature is reduced to 0 hit points,  you begin moving to the nearest hostile creature. 

While in Blood Frenzy, your unarmed strikes heal you and deal additional damage equal to your proficiency bonus. Once during Blood Frenzy, you can expend a ki point to gain advantage on an unarmed strike. If it hits, you heal equal to the total damage dealt by the unarmed strike.

You automatically exit Blood Frenzy after one minute, you fall unconscious, or after you go a turn without taking the Attack action.

Chilling Scream

When you reach 6th level, as an action you can expend a ki point to let out a powerful scream in a 15ft cone in front of you. Large or smaller creatures within range must make a Strength Save against your Ki Save DC. On a failure, they take damage equal to your martial arts die + your Wisdom modifier and are pushed 20ft away from you. If they hit a wall, they take double damage and are stunned until the start of your next turn. On a success, they take half and are not moved.

Head Rush

Starting at 11th level, whenever you enter withing 15ft of a creature,  you can use a bonus action and expend two ki points in order to leap into the nearest unoccupied space next to the creature. This leap doesn't expend additional movement nor does it provoke opportunity attacks. 

If you are in a Blood Frenzy when you use Head Rush, you mark the target you leap to. Your unarmed strikes have advantage against marked creatures, and, on a hit, reduce the creature's speed by 5ft until the start of your next turn. In addition, you can choose to ignore moving towards/attacking closer creatures in favor of pursuing a marked creature instead. The mark disappears after the creature moves 15ft away from you, you exit Blood Frenzy, or you mark another creature.

Certain Death

Starting at 17th level, as an action you can expend six ki points in order to launch a projectile composed of pure blood magic 120ft. Creatures in the projectile's path must make a Dexterity Saving throw or be hit by Certain Death. After a creature is hit, you dash through the air landing withing 5ft of the creature. While dashing ignore difficult/magical terrain, opportunity attacks, and do not expend movement.

Upon reaching the creature, other hostile creatures withing 60ft of the target must make a Constitution Saving throw against your Ki Save Dc. On a failure, they become frightened of you for a round. While frightened in this way, they must move to be 60ft away from you (using their action to dash if needed). You also immediately enter a special variant of Blood Frenzy called Hematomania. While in Hematomania, you can only move and attack the creature you hit with Certain Death. In addition, your attacks deal additional damage and heal an additional amount equal to your Wisdom modifier. Hematomania only ends once you or the creatures you hit with Certain Death dies or you use Chilling Scream.

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