Monk
Base Class: Monk

Dances of Death and people of pain and those whose monastic ways were twisted due to a necessity for suffering to live. The Reaping scared many, and few were as changed as those of the Open Hand, who lost several old masters to the cataclysm and the ways of suffering and pain that is the Flaying Hand.

3rd Level: Flaying Hand Technique

Your unarmed strikes deal Slashing damage instead of Bludgeoning. Additionally, whenever you hit with an unarmed attack that does Slashing, that target gains "Laceration" points equal to your Dexterity modifier. Once a creature reach's 6 points, you can make your next Flurry of Blows have the Laceration points added to its damage, then the point counter resets

Each time a creature with Laceration points gets healed, remove a single point for every 15 health it was healed this turn.

6th Level: Rend Beyond Salvation

Your savage and often sadistic fighting style tears and rips the flesh beyond mortal repair. After being hit by an attack that has bonus Laceration damage, the target cannot be granted health through Medicine checks or regenerative healing until the end of its next turn. Any spells that would provide healing to the target have the healing lessened by an amount equal to your Laceration bonus, this effect lasting until the end of the creatures next turn. (e.g., having a +4 Dex at level 6 means your Laceration bonus is 4, removing 4 from any healing rolls)

11th Level: I Live for This

The adrenaline rush of a good fight and a glorious melee fuels you with vigor and energy., inspiring a playful dance of blades, nails and claws. After defeating any creature (Excluding Constructs) with a Laceration attack, you can spend a Ki point to regain HP equal to the Laceration damage you dealt.

In addition, you count as having used the "Dodge" action until the end of your next turn.

17th Level: Flawless Victory

You've began to weave style and energy into your combat, not just pure fighting, but making each kill a performance. When you reach 17th level, you have stylised a form of finishing blow you favour to grant enemies and bizarre or memorable death. You choose 1 Stance, 1 Flourish and 1 Finisher, each of these grants different bonuses.

Stance:
Wolf - You attack with the relentless precision of a lethal hunter. After performing your Flawless Victory, your next attack against a creature of the same type has advantage.
Bear - Your stance is sturdy and capable of taking a beating and steadily witling down foes. After performing your Flawless Victory, your AC increases by an amount = to your Con mod until you miss an attack
Horse - You have a physical and spiritual balance rarely undone while in your performances. After performing your Flawless Victory, you regain 3 ki points
Cat - Your agility and ability to leap from corpse to corpse is rarely matched in its grace. After performing your Flawless Victory, when you Dash during this combat, you cannot be targeted by opportunity attacks or obstructed by anything other then full cover or an arcane barrier (Shield of Faith and Shield spells count)

Flourish:
Rapid Fire - Punches, unending, flying kicks...Breathe...Rinse and repeat. After performing your Flawless Victory, you are unable to take any actions, movement actions or bonus actions until the end of your next turn. However, the following turn, you have two Actions to spend as well as doubled movement speed.
Show of Might - Take a blow to prove their attacks mean nothing. After performing your Flawless Victory, you take 1d10 damage matching one of the enemies attack profiles. After that, all creatures within 5ft of you have Disadvantage on hitting you (Unless immune to the frightened condition) until the end of your next turn.
Star struck - You pause, they cheer in the ethereal plane...finally, they recognise true art. After performing your Flawless Victory, roll a performance check, DC 16. On a success, all creatures initially within 30ft of you cannot take reactions against you for 1 min. On a fail, all creatures within 30ft gain advantage on attack rolls against you until the end of your next turn.
Acrobatics - An extra flip or spin never hurt, and if it gets you out of danger, why not?  Until the end of your next turn, you ignore all difficult terrain and can move through creatures spaces, as well as end your  turn in them, though the creature within the square can knock you 5ft back as a free action if not grappled, incapacitated or restrained

Finisher:
Organ Donor - You rip out a trophy of your kill, try and heal that fool. After performing your Flawless Victory, your brutality is glorious and refills your energy. Regain 3 ki points.
Ragdoll - Your opponents limbs are volatile...lets throw him. After performing your Flawless Victory, you throw the corpse of your foe at another within 10ft, they make a strength save against a DC (8 + Wisdom + Proficiency) or get knocked 10ft back and knocked prone.
Kickstarter - They applaud what isn't yet over, let them, for now. After performing your Flawless Victory, you may apply 2 Laceration points to all creatures within 15ft.
Closing Statement - A good speech can rally and scare, why not give a small one for the crowd? After performing your Flawless Victory, all allies within 20ft gain 2d6 Temp hp for 1 minute.

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