Base Class: Monk
Death-soaked pools, corrupted grounds; where naught else flourished, the black lotus blooms. Where there is death, there is life, twisted as it may be...
Lotus of the Ash Mire
Ki resonates with death-soaked pools and corrupted spirit grounds, and you know just how to use it.
You gain proficiency in Religion and Herbalism Kit. Additionally, you ignore difficult terrain caused by rot, corpse piles, necrotic overgrowth, or desecrated land.
And furthermore, when a creature (enemy or ally) within 10 feet drops to 0 HP, you regain 1 Ki point. This can only happen once per short rest.
Touch of the Black Lotus
When you hit a creature with an Unarmed Strike, spend 1 Ki point to inflict creeping Spiritual Corrosion.
The target must make a Wisdom Saving Throw (DC = 8 + your Proficiency Bomus + Wisdon Modifier).
On a failed save, until the end of your next turn, the creature's attacks deal half damage (rounded down).
Undead and Constructs have advantage on this Saving Throw, as they are harder to spiritually corrupt.
Blooms of Suffering
As an Action, you can spend 2 Ki Points to release a wave of ghostly black lotus petals in a 15ft radius.
Creatures of choice in radius must succeed a Wisdom Saving Throw (DC = 8 + Proficiency Bonus + Wisdom Modifier) or be Frightened until end of your next turn.
On a successful save, they can’t take reactions until start of your next turn.
Root of Corruption
Your inner cultivation roots into the lower realms.
When you roll Initiative and have no Ki Points, regain 2 Ki; and you are now immune to necrotic damage.
Additionally, when you use Flurry of Blows, you can have a creature make a Constitution Saving Throw (DC = 8 + your Proficienct Bonus + Constitution Modifier) against your strikes.
If it fails, you gain temporary HP equal to your Wisdom Modifier + you Proficiency Modifier (minimum of 1).
If it succeeds, nothing happens.
Black Blooming Lotus
As a Bonus Action, you can spend 5 Ki Points to enter the Black Blooming Lotus state.
For 1 minute:
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your Unarmed Strikes become magical if they weren’t already.
- Once per turn, when you hit a creature with an Unarmed Strike, you can force a Constitution Saving Throw (DC = 8 + your Proficiency Bonus + Constitution Modifier) — On a failure, the creature takes 8d8 necrotic damage AND can’t regain HP until start of your next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest.
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