Monk
Base Class: Monk

"So this is what Daguanyuan looks like from the zenith of Hongyuan, huh? Fuhu, then I suppose…
… I have need of this pretense no longer."

-Jia Baoyu, Lord of Hongyuan

Level 3: Master of Many Weapons.

You gain proficiency with 3 weapons of your choosing, and can use a weapons of that type. in place of your fist when making a flurry of blows attack. Whenever you hit a creature with an attack granted by your Flurry of Blows, you can impose one of the following effects on that target.

Addle. The target can’t make Opportunity Attacks until the start of its next turn.

Push. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you.

Topple. The target must succeed on a Dexterity saving throw or have the Prone condition.

Level 6: Embrace the Tarnished Blood and Exsanguinate Others For the Cause.

Once per encounter, when you would be reduced to 0 HP or less without being killed outright, you may instead drop to 1 HP. When you do this, you gain Temporary Hit Points equal to your monk level multiplied by your proficiency bonus.  At the start of each of your turns after this, you must make a CON save of 18 or higher or take 4d8 damage (which cannot be reduced without extreme medical or magical assistance).

Answer Me, Comrades/Heishou

When you would be attacked, you can spend your reaction to make an ally within 60 ft of you move to take the attack for you. The chosen ally moves up to half their total movement speed (or as far as they can if they cannot move that far), and makes the target roll to them instead, imposing disadvantage on their roll. If the chosen ally is a person possessing the Heishou feat(s), they are unable to resist your command, but receive the following benefits:

  • They can apply one of their heishou features (if applicable) during their attack redirection, or during the retaliation attack. 
  • They can make a retaliation attack if the target misses, using their reaction.

At level 15, you gain the ability to use Answer Me, Comrades/Heishou during your flurry of blows. When performed this way, the creature moves half it's movement speed and spends its action to make a number of attacks equal to what your flurry of blows allows for on the target you are attacking, or grants you advantage on each attack made against the target. If the creature chooses to attack, they may cast a spell as one of their moves, but it cannot take more than 1 action to perform, and it must deal damage (vicious mockery would work, command would not. Smites also work). If the creature was a Heishou, it can apply one of its applicable features to the flurry of blows, and grants you a bonus for the rest of battle depending on the type/branch of Heishou it was:

Branch Initiate Feature Adept Bonus (Lv15)
Rat Extra opportunity attack +1 AC for battle
Ox Temp HP when intercepting Resist B/P/S damage
Tiger +1d6 retaliation damage Advantage on STR checks/saves
Rabbit Free Dash/Disengage +10 ft speed
Dragon Retaliation deals force damage w/advantage +1d8 force damage once per turn
Snake Poison damage + save vs Poisoned Poison resist & advantage vs poison
Horse Full movement to intercept +10 ft move, Dash as bonus action (1 min)
Goat End 1 condition (charmed/frightened/poisoned) Prof in WIS saves (battle only)
Monkey Target has disadvantage on next save Adv on 1 attack or save per round
Rooster Retaliation ignores resistance Reroll 1 damage die per turn
Dog Advantage vs those who harmed you Advantage vs charm/frightened
Pig Heal = prof bonus on retaliation hit Temp HP = monk level (once per combat)




   

Level 11: Fleet Step

When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.

Level 17: Tears of the Tarnished Blood - Inception [始]

As an Action on your turn, you form a magical Spear-like protrusion, known as the  Flower-burying Wedge -埋花櫼-.pngFlower-burying Wedge [埋花櫼] . You then stab this into yourself, immediately dealing 4d10 - your CON/WIS  MOD as damage. Each turn, take 2d6 damage, and this effect repeats, though it cannot take your HP lower than one, and you gain one additional Flower-burying Wedge. When your HP would be brought to a value lower than 1 (0 or lower), regardless of whether you were killed outright by any means short of a wish spell, you survive the attack, and launch the attack Tears of the Tarnished Blood - The End []. If you would be disintegrated, petrified, or otherwise physically destroyed, your body reforms into a long pale dragon to perform the attack. This may be performed once per long rest.


Flower-burying Wedge -埋花櫼-.pngFlower-burying Wedge [埋花櫼]

  • Gain a +1 to attack rolls per stack
  • take an additional d6 of damage per stack
  • When an attack would fail to hit your opponent, you may instead hit at half damage (which is still affected by resistances on the target). This can be done a number of times in a turn equal to the number of Stacks on the user.

 

Tears of the Tarnished Blood - The End [].
"With contemplation, I shall darken the clear skies above; with my sacrifice, I shall exsanguinate my carnal blood upon this earth."

  • Gains a +1 to hit for every turn the character has lived if "Embrace the Tarnished Blood and Exsanguinate Others For the Cause." Has already been popped.
  • Deals an extra d10 of damage for every  Stack of "Flower-Burying Wedge"
  • If a creature would be magically resistant or immune to the effects of the attack, lower their resistance to "normal". A creature who is normally resistant becomes venerable, whilst creatures that are naturally immune remain immune.

 

Way Of The Tarnished Blood Image

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