Base Class: Monk
The Crimson Horns — Origin of the Blood Monk Art
Among satyrs, dancing and combat have always been close cousins. Where most satyrs leapt for joy, however, there was once a hidden sect that danced not for music but for war. They bound their hands in red cord and swore never to strike with them, believing that the hands were for creation, music, and love — while the legs, knees, and horns were for destruction.
These warriors became known as the Crimson Horns, a name drawn both from the blood they shed and the horned skulls they left behind. Their fighting style was born on the battlefield, where satyrs, smaller than ogres and less armored than humans, had to find a way to break larger foes. They developed brutal kicks to shatter knees, sweeps to topple giants, and horn strikes to gore through armor.
The art was perfected in times of famine and war, when food was scarce and blood was plentiful. The Crimson Horns discovered they could channel their very life force into their strikes, bleeding themselves to move faster, hit harder, and terrify their foes. Legends say their founders were inspired by a satyr who fought an ogre warband alone, tearing through them with nothing but his legs until he collapsed standing, his body drained of life but victorious.
This martial art spread like a whisper, passed down not in schools but in hidden duels under moonlight. Every generation added to the form: spinning heel strikes, flying knees, and the infamous “dance of the blood god,” a ritual of kicks so fast they blurred into one. Today, few practice it openly — the toll it takes on the body is feared, and many who master it burn out in their prime. But those who do walk the path are feared as living storms: warriors who sacrifice their own lifeblood to bring down any foe, no matter their size.
The Crimson Horns say:
“Hands make music. Hands raise children. Hands craft beauty. But legs and horns — legs and horns kill gods.”
Crimson Limbs
3rd-level Way of Crimson Horns feature
Your mastery of your vitality allows you to awaken the Crimson Limbs, a manifestation of your blood-fueled spirit. As a bonus action, you can spend 1 Ki point to surge and activate the Crimson Limbs. When you do so, each creature of your choice that you can see within 5 feet of you must succeed on a Strength saving throw or be knocked prone.
For 1 hour, your legs, knees, and horns blaze with a crimson aura, leaving streaks of bloodlight with every motion. They vanish early if you are incapacitated or die. While the Crimson Limbs are active, you gain the following benefits:
-
You cannot make unarmed strikes with your hands. Instead, your kicks, knees, and horns count as monk weapons, dealing damage equal to your Martial Arts die + your Wisdom modifier.
-
Your reach with unarmed strikes using your legs increases by 5 feet.
-
When you hit a creature with a Crimson Limb strike, you can force it to make a Strength saving throw DC. On a failed save, the creature is either knocked prone, pushed 10 feet, or pulled 5 feet into a clinch (your choice).
-
Your horns gleam with bloodlight. When you hit with them, you deal additional necrotic damage equal to your proficiency bonus.
Fury of the Crimson Limbs
6th-level Way of Crimson Horns feature
You can manifest the full presence of your Crimson Limbs, shrouding yourself in a manifestation of blood and spirit, causing your appearance to be that of a dark and blood-raged satyr. As a bonus action, or as part of the bonus action you take to awaken your Crimson Limbs, you can spend 1 extra Ki point to manifest this form for 10 minutes instead of 1 hour for the Crimson Limbs. It vanishes early if you are incapacitated or die.
The aura of blood surges around your body, wreathing your face and form in crimson patterns.
While the Crimson Limbs are fully awakened, you gain the following benefits:
-
Blood Echo Limbs. When you hit with a kick, knee, or horn strike, you can spend 1 Ki point and take damage equal to your Martial Arts die. If you do, the attack deals additional necrotic damage equal to two rolls of your Martial Arts die.
-
Wisdom of the Blood Deity. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
-
Word of the Crimson Spirit. When you speak, you can cause your voice to stealthily reach up to 60 feet of you, making it so only the creature that you must be able to know can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. However, it breaks any stealth from any allies near you at the time.
Crimson Body
11th-level Way of Crimson Horns feature
Your blood-forged discipline transforms your body into a relentless weapon, embodying the brutal precision of crimson combat.
While your Crimson Limbs are active, you gain the following benefits:
-
Bloodstride Reach. Your kicks and knees extend with crimson arcs. Your unarmed strikes with legs or knees gain an additional 5 feet of reach (stacking with Crimson Limbs for a total of 10 ft).
-
Crimson Clinch. When you hit a creature with a kick, knee, or horn strike, you may force it to make a Strength saving throw (DC {{savedc:wis}}). On a failure, the creature is pulled into a clinch. While clinched, its speed becomes 0, it cannot willingly move away from you, and it has disadvantage on attack rolls against creatures other than you until the start of your next turn.
-
Bloodlight Punishment. While you have a creature clinched, you can use your bonus action to make one horn or knee strike against it. If the attack hits, the target takes additional necrotic damage equal to your proficiency bonus.
-
Art of the Crimson Body. You can unleash the flow of blood-fueled strikes to stagger and overwhelm foes. When you hit a creature with a kick, knee, or horn strike, you may spend 2 Ki points to force it to make a Constitution saving throw (DC {{savedc:wis}}). On a failure, the creature is stunned until the start of your next turn. If the strike was delivered while the creature was clinched, it has disadvantage on this saving throw.
-
Relentless Flow. When you reduce a creature to 0 hit points with a kick, knee, or horn, you can immediately move up to half your speed and make one unarmed strike against a different creature within range.
Crimson Horn Charge
3rd-level Way of Crimson Horns feature
Your horns blaze with bloodlight, allowing you to unleash a powerful forward strike. As a bonus action, you can make a Crimson Horn Charge:
-
Choose a creature within 5 feet of you. You make a horn strike attack against it, dealing {{scalevalue}} + {{modifier:wis}} bludgeoning damage.
-
On a hit, the target must succeed on a Strength saving throw (DC {{savedc:wis}}) or be knocked prone and pushed 15 feet away from you.
-
The strike counts as a monk weapon attack and benefits from your Martial Arts die and Wisdom modifier.
You can use this feature once per turn, and it synergizes with movement, letting you knock foes away while keeping your legs and knees free for combat.
Crimson Mastery
17th-level Way of Crimson Horns feature
Your mastery of blood and body is complete. You can now fully unleash the flow of crimson strikes, using your legs, knees, and horns as conduits of your life force.
As a bonus action, you can spend 5 Ki points to awaken your Crimson Limbs, Blood Echo, and Crimson Body for 10 minutes. This awakening ends early if you are incapacitated or die.
While your Crimson Body is awakened, you gain the following benefits:
-
Bloodguard. You gain a +2 bonus to AC as your bloodlight shields and reinforces your lower body.
-
Crimson Barrage. When you take the Attack action and use Extra Attack, you can make three attacks instead of two if all attacks are kicks, knees, or horn strikes.
-
Muay Boran Piercing Kick (1/long rest). You can perform a devastating piercing kick infused with bloodlight acid. Make a single unarmed strike with a leg; on a hit, it deals {{scalevalue}} + {{modifier:wis}} acid damage and forces the target to make a Strength saving throw (DC {{savedc:wis}}). On a failed save, the target is knocked back 30 feet and suffers the Bleeding condition, taking 4d6 damage at the end of its turn until it regains hit points or receives medical treatment.
-
Relentless Bloodlight. When you reduce a creature to 0 hit points with a kick, knee, or horn strike, you can immediately move up to your full speed and make one additional unarmed strike against a different creature within range.
Comments