Monk
Base Class: Monk

Wherever tyrants are met with a clenched fist; wherever terror is faced with unflinching bravery; wherever, in short, heroes are found, their strength is fueled by an inner fountain of courage. That fountain is the soul—the locus of energy and magic that sustains living things. All great warriors know this, but only the most fervent (and dangerous) view the fountain itself as a resource. To such warriors, the soul is a pit of coals to be burned—a destructible resource of power.

Warriors of the Demon Soul follow the philosophy of Ashura, the warrior spirit yokai. They battle with inhuman aggression, devouring their own lifeforce to enhance their body with temporary bursts of supernatural might. 

The price is high, and few who walk this path live to a great age. While warriors who fight in this manner are terrifying to behold, few are evil; most are simply propelled by a passion that supersedes their will to survive. Be it vengeance, a need to protect others, or divine impetus, Monks who follow Ashura’s path understand that deadly risk yields spectacular reward, and sacrifice is the fuel of transformation. A demon’s soul is still a soul—one that burns, and burns enemies with it.

Demon's Guile

Level 3 Warrior of the Demon Soul Feature

You know the Thaumaturgy cantrip. Wisdom is your spellcasting ability for it.

In addition, you gain a bonus to your Charisma (Deception or Intimidation) checks. The bonus equals your Wisdom modifier (minimum of +1)

Soul-Charged

Level 3 Warrior of the Demon Soul Feature

You can devour Focus Points to enhance or fuel certain features. When you devour a Focus Point, the point is expended, and your maximum number of Focus Points is reduced by 1 until you finish a Long Rest. You can devour Focus Points in the following ways:

Ashura’s Counter. When you use your Deflect Attacks and expend a Focus Point to redirect the attack’s force at a creature, you can devour the Focus Point instead. If you do, the target has Disadvantage on its save against the redirected force, and each creature of your choice in a 10-foot Emanation originating from the target takes Force damage equal to one roll of your Martial Arts die.

Ashura’s Duplicity. When you expend a Focus Point to use your Step of the Wind, you can devour the Focus Point instead. If you do, you can cast the Mirror Image spell, without spell components, immediately after that Bonus Action. When you cast the spell this way, it lasts until the end of your next turn. If the spell is still active on your turn, you can extend its duration for another round by taking the Dash action. Each time the spell’s duration is extended, it lasts until the end of your next turn. You can extend the spell for up to 1 minute.

Ashura’s Fury. When you expend a Focus Point to use your Flurry of Blows, you can devour the Focus Point instead. If you do, you can make one additional Unarmed Strike as part of the Flurry of Blows, and you deal additional damage equal to two rolls of your martial arts die with attacks granted by your Flurry of Blows.

Ashura’s Shadow. When you expend a Focus Point to use your Patient Defense, you can devour the Focus Point instead. If you do, your body morphs into an incorporeal shadow, letting you move through other creatures and objects as if they were Difficult Terrain until the end of the turn. Each creature whose space you enter takes Necrotic damage equal to one roll of your Martial Arts die. A creature takes this damage only once per turn. If you end your turn inside a creature or object, you take 1d10 Force damage and are shunted to the last unoccupied space you were in.

Ashura's Hand

Level 6 Warrior of the Demon Soul Feature

As your power grows, so does your ability to trade your energy for bursts of power. You learn to devour Focus Points in the following ways:

Ashura’s Blast. When you take the Attack action, you can devour 1 Focus Point to launch a blast of energy at a target within 30 feet of you in place of one of the attacks. The target makes a Dexterity saving throw, taking Force damage equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

Ashura’s Dread. When a creature fails its save against your Stunning Strike, or when you score a Critical Hit against a creature, you can devour 1 Focus Point to project a menacing aura. Choose a number of enemies, up to your Wisdom modifier, within 30 feet of you (minimum one enemy). Each chosen enemy is Frightened of you until the end of your next turn.

Ashura's Tenacity

Level 11 Warrior of the Demon Soul Feature

Once per turn when you devour a Focus Point while Bloodied, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.

In addition, whenever you succeed on a saving throw to avoid or end the Charmed, Frightened, or Poisoned condition, or you remove one of those conditions from yourself using your Self-Restoration, you can also remove the Charmed, Frightened, or Poisoned condition from one creature you can see within 30 feet of you. You can use this benefit on a creature that gains the condition at the same time that you avoid or end it on yourself.

Hands of the Demon

Level 17 Warrior of the Demon Soul Feature

At the start of your turn, you can manifest a fragment of Ashura, conjuring a pair of titanic, levitating fists imbued with demonic presence. You gain the following benefits for 1 minute or until you dismiss the fists (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by devouring 5 Focus Points (no action required).

Ashura’s Fists. Your reach is 5 feet greater than normal, and you have Advantage on Athletics checks and Strength saving throws.

Bloodied Critical. While you are Bloodied, your Critical Hit Threshold is reduced by 2.

Demonic Power. Whenever you score a Critical Hit, the target takes extra Force damage equal to the number of Focus Points you have devoured since you last finished a Long Rest.

Warrior Of The Demon Soul Image

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