Base Class: Monk
Through a cursed fusion of mortal and Devil, your body channels a destructive spirit born of pain, rage, and hunger. Monks who follow this tradition are driven by unnatural power, their ki coalescing into infernal energy that reshapes flesh into weapons of terror. Albeit, you're penaltized by being forced to consume blood to heal and regenerate. Your ki no longer flows as pure light, but as a living hunger...
Devil's Fusion
At 3rd level, you make a pact with the devil, fusing your mortal coil with their infernal core.
| Devil | 3rd-Level Feature |
|---|---|
| Chainsaw | Sawtooth Strikes: Your unarmed strikes deal slashing damage instead of bludgeoning. When you hit a creature with two or more unarmed strikes on your turn, each next unarmed strike deals additional damage equal to your Wisdom modifier (minimum of 1). |
| Bomb | Volatile Flow: When you hit a creature with an unarmed strike, you can spend 1 Focus Point to mark it with a volatile sigil. You can maintain a number of sigils equal to your Monk Level. These sigils last until you, or the marked creature takes a long rest. As a bonus action, you can detonate any number of sigils; each marked creature must make a Dexterity saving throw (DC = 8 + PB + Wis). On a failed save, it takes 2d6 fire damage, plus 1d6 for each additional sigil detonated this way, or half as much on a success. Creatures within 5 feet of the explosion take fire damage equal to one roll of your martial arts die. |
| Blood | Blood Construct: As an action, you form a number of blood weapons equal to your proficiency bonus. A blood weapon is a simple melee weapon of your choice that counts as a monk weapon for you and uses your Martial Arts die for damage. You can choose on creation whether each weapon deals slashing or piercing damage. You can use your Wisdom modifier instead of Strength or Dexterity for attack and damage rolls with blood weapons. A blood weapon lasts until you form new blood weapons or 1 minute passes. A blood weapon is treated as a thrown weapon with a normal range of 30/90 feet. Unless otherwise noted, a thrown blood weapon dissolves after it is used. As a bonus action, you can spend 1 Focus Point to recall up to half your active blood weapons (rounded up) into your hand; recalled weapons reappear in your empty hands and are usable again. |
| Violence | Savage Precision: Your unarmed strikes now qualify for the "Great Weapon Fighting" and "Great Weapon Master" feats. |
Blood Dependency
At 3rd level your infernal vitality sustains itself through living blood. When you reduce a creature that isn't an undead or a construct to 0 hit points or score a critical hit with an unarmed strike, you may choose to consume its blood as a free action. When you do, you regain hit points equal to your wisdom modifier.
If you finish a long rest without consuming blood since your last rest, your hit point maximum is reduced by an amount equal to your Wisdom modifier (minimum 1) until you next consume blood or finish a long rest.
This reduction stacks each day you fail to feed, up to a maximum reduction equal to your Monk level.
Devil's Boon
6th-Level Way of the Devil-Fused feature
Your infernal power deepens. You gain a feature based on your chosen devil.
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Chainsaw: Carnage Engine. You may make an additional unarmed strike as a free action after using your flurry of blows feature.
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Bomb: Armored Casings. You gain resistance to fire and force damage. You take no damage from your own sigil detonations.
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Blood: Bloodletting Style. When you hit with an unarmed strike or Blood Weapon, you can expend hit points equal to your proficiency bonus: After spending hit points in this way, the attack deals an extra 1d6 slashing or necrotic damage. If this reduces the target to 0 HP, regain half the HP spent. As an action, you can spend 1 focus point to hurl each blood weapon you currently hold (up to your proficiency bonus) at creatures you can see within range, making a separate attack roll for each weapon. Each weapon that hits deals its normal damage. After you use Volley, the thrown weapons dissolve.
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Violence: Overflowing Rage. When you grapple a creture you no longer have your speed halved while moving. Additionally, when you move a creature you are grappling into a solid surface, you can choose to slam it into the surface. The target takes bludgeoning damage equal to 1d6+ your dexterity modifier and is forced prone. The grapple is considered to be broken after this.
Fury.
11th-Level Way of the Devil-Fused feature
Your infernal bond manifests greater might. You gain one of the following based on your chosen devil:
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Chainsaw: Rip and Tear. When you reduce a creature to 0 HP with an unarmed strike, you can consume their blood as a reaction, healing an amount equal to your monk level.
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Bomb: Remote Fuse. When a marked creature targets you with a melee or ranged attack, you can detonate the sigils with a reaction. The explosion resolves before the attack roll applies. Additionally, the marked creature takes extra force damage equal to your proficiency bonus per sigil.
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Blood: Hemorrhagic Pulse. Whenever you hit a creature with a Blood Weapon, you can spend a focus point to push the blood inside the creature, causing hemorrhaging. The creature cannot regain hit points, or benefit from temporary hit points until the start of your next turn.
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Violence: Violent Flourish. When you score a critical hit with an unarmed strike, you can make one additional unarmed strike as part of the same action. This works even with reactions and bonus actions, however when done with flurry of blows, you can use this feature only once.
Ascendance.
17th-Level Way of the Devil-Fused feature
Your body becomes a perfect vessel for your devil’s essence.
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Chainsaw: Chainsaw Massacre. When you take the Attack action, you can spend 3 Focus Points to wreathe yourself in infernal blades for 1 minute. Your unarmed strikes deal +1d10 slashing damage and score critical hits on 19-20.
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Bomb: Infernal Cluster. When you detonate your sigils, creatures that fail the save erupt in secondary blasts; each creature within 10 feet of them must make a Dexterity saving throw, taking 4d6 fire damage on a failure or half on a success. Additionally, they are moved in a direction you choose to an amount of feet equal to your monk level.
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Blood: Marquis of Renewal.
As a bonus action you can spend 3 focus points to erupt with infernal blood power for 1 minute. While this feature is active, you gain the following benefits:
Living Arsenal. At the start of your turn you form an amount of blood weapons equal to your proficiency bonus as a free action.
Sovereign Throw. When you make an unarmed strike or throw a blood weapon, you can choose to have the weapon remain tethered to the target. Until the start of your next turn, you can use a reaction to detonate all tethered weapons. Each creature with a tethered weapon must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature takes 2d10 per tethered weapon lodged in it, as the weapons explode in a crimson blast. -
Violence: Manifest Violence. As an action you can spend 3 focus points to strike with the full power of the Violence Devil. Make a single unarmed strike against a creature you can see. On a hit, the target takes damage equal to 2 rolls of your martial arts dice, and must succeed on a Strength Saving Throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked 30 feet into the air, and stunned until the end of your next turn. If the hit is a critical hit, the saving throw is made with disadvantage.
On a successful saving throw, you don't spend any ki.
Previous Versions
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11/1/2025 6:01:33 PM
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