Monk
Base Class: Monk

Often mistaken for barbarians through the pure passion they fight the Pact Breakers are not always necessarily driven by anger. There are many paths that lead to a monk following the Path of the Pact Breakers but they all have one thing in common, the thrill of the fight. Pact Breakers, despite their name, have no interest in Breaking the Guild Pact itself and care little for the rules restricting fighting in public space. Most Pact Breakers pay no mind to the affairs of the guilds or the guild pact simply content to fight and find stronger opponents. 

Thrill of Battle

The Pact breaker may spend 2 ki points to enter a battle frenzy. While in a frenzy the Pact breaker is unable to use the disengage action and may only move away from an enemy to engage a new enemy. While in a frenzy the Pact Breaker thrives on the thrill of the fight. The Pact breaker gains resistance to non-magical bludgeoning, slashing, and piercing damage. While in a Battle Frenzy the Pact Breaker may also spend 1 ki point to use their reaction to reduce all incoming damage by 1/2 their monk level + their Constitution modifier until the beginning of their next turn (Damage cannot be reduced below 1). 

Additionally Pact Breakers are Proficient with Bladed Guantlet's, a weapon created by and for the Monastery of the Pact Breakers. These gauntlets appear large a cumbersome at first glance but are enchanted to keep them nimble and light to the wearer. When activated by the wielder though blades spring from nearly every surface of the gauntlet making it a very lethal tool in the right hands. 

Heart of Battle

At 6th level, the Pact Breaker becomes immune to flanking and may use their reaction in a turn make an attack of opportunity against an opponent that missed them in melee combat. Additionally, if the attack had disadvantage to hit the Pact Breaker they gain advantage on the attack of opportunity. 

The Tide of War

At 11th level the Pact Breaker becomes a force to be reckoned with when surrounded and outnumbered. If the pact breaker takes a defensive stance on their turn they may make an attack of opportunity against every attack that misses them in melee combat until the beginning of their next turn. These attacks of opportunity do not use the Pact Breakers' reaction if activated this way. 

In Addition at 1th level if a Pact Breaker spends a ki point for a Flurry of blows they may instead spend 2 ki points to make 2 unarmed strikes against any number of targets within melee range.

Carnival of Carnage

At 17th level, The Pact Breaker becomes an incarnation of battle. Able to read the ebb and flow of battle and respond as naturally as breathing. While the Pact Breaker spends ki points to activate a battle frenzy they may instead spend 10 ki points to activate the Carnival of Carnage. Once activated this powerful rite consumes the Pact Breaker. The Pact Breaker becomes resistant to magical forms of bludgeoning, slashing, and piercing damage as well as Immune to non-magical bludgeoning, slashing and piercing damage. In addition, the Pact Breaker automatically reduces the damage from attacks by 1/2 monk level + Constitution Modifier, This can reduce the damage of an attack to zero and is applied after resistances and immunities. The Pact breaker may assume the defensive stance at the end of their turn as a free action during this time as well. The Carnival of Carnage lasts for one hour or until the Pact Breaker kills all their opponents or dies themselves.

Though powerful the Carnival of Carnage rite comes at a heavy price, the Pact Breaker who invokes this rite gives themselves over to the spirit of battle completely and will fight until they have defeated all their foes or fallen themselves. Running is no longer an option, in fact, a Pact breaker may only move away from an opponent if they are moving towards a new opponent. If a pact breaker betrays this sacred rite of the Carnival of Carnage they immediately suffer 10d6 points of necrotic damage as their body begins to punish them for betraying the Rite. If this does not kill the Pact Breaker they may act as they choose for 1 round before being resubmitted to the rite requiring another sacrifice of 10d6 necrotic damage to act freely.

Pact Breaker (Rakdos) Image

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