Monk
Base Class: Monk

The Monks of the Vampiric Shroud have embraced death and looked it in the face and embraced what they could without becoming a creature of the night. By focusing their Ki they can control the very blood in their bodies, and some times in others also. These monasteries are generally found in darken caves or on the edge of the Mortal Plane and the Shadowfell. The monks of the order aren't necessarily evil, but they have defiantly embraced evil to further their cause. They Claim that they are the first last and only line of defense against Strahd, and because of this they embraced that which they fight. 

Many of the Monks in this order are covered in scars, and they wear them like a badge of Honor. Some they received in due part to self affliction through training where others gain them through combat. Some even say they mystically manipulate the scares to make sigils and other markings that have meaning to them but no one else. 

Sanguine Mastery

Starting at 3rd Level, fighting the vampires of the Shadowfell offers a few benefits

  • You have advantage on all checks made to resist Vampiric Charm and Fear effects
  • You may now use Misty step as an at will spell. Instead of turning into mist you turn into cloud of mist blood 
  • If you die from being bitten by a vampire as a last bit of defiance you can spend 4 Ki points and turn your Blood into Holy water, you will not raise as a Vampire when dead. The Blood deals 35 Acid damage to the Vampire. 

Blood Exchange

Starting at 3rd Level, the monk re-opens a previous wound lowering their Max hit Points Temporarily in exchange for a increase to an Ability. The Monk spends 1 turn creating the mark, afterwards they take Level + Wis Mod in temporary hit point damage, this damage lowers your max Hit Points. You then choose one of the 6 marks. Your lost hit points return after a short rest, The marks effects last for 10 minutes

  • Mark of the Vampire - Increase your Strength by 2 this can not raise your Maximum above 20
  • Mark of the Ebon Flow - Increase your Dexterity by 2 this can not raise your Maximum above 20  
  • Mark of the Undying Flesh - Increase your Constitution by 2 this can not raise your Maximum above 20 
  • Mark of Cunning Mind - Increase your Intelligence by 2 this can not raise your Maximum above 20 
  • Mark of Dying Mother - Increase your Wisdom by 2 this can not raise your Maximum above 20 
  • Mark of Vanity - Increase your Charisma by 2 this can not raise your Maximum above 20 

At 7th Level Increase the Bonus to 3 and it can not raise the maximum above 21

At 12th Level Increase the Bonus to 4  and it can not raise the maximum above 22 

At 16th Level the Maximum ability can not go above 23 

At 20th Level the Maximum Ability can not raise above 24 

 

You may only have one Mark active at any given time

Toll the Blood

Starting at 6th Level, you now can covert, as a bonus action, Hit points into Ki Points. You Sacrifice 4 Hit Points for 1 Ki Point, this conversion process may be done with one activation as many times as your Con Modifier. Meaning if your Con Modifier is a 4, you can convert 16 hit points for 4 Ki points with one use of this feature.  You can do this 1 + Constitution Modifier times a day, once you use all uses of this feature you can not use it again until after a short rest. 

Vampiric Draw

Starting at 11th Level, when ever you make a melee attack using your fist, and you score a critical hit or you drop the target to 0 hit points, you can use Vampiric Draw. 

Roll 1D6 + Wis Mod, you gain the result back in Hit points. If you spend a Ki Point you can double the amount healed. The Ki point must be spent before you roll the Vampiric Draw Die.

Shroud of Strahd

Starting at 17th Level, the Monk now can fully embrace the most horrible parts of of what he is. Using an Action the monks skin turns to a pale color, and blue veins come to the surface of the monks skin. Their eyes turn black as the air around the Monk becomes thin and musty, the smell of rot and death fills the air with in a 15 foot radius. ALL who are with in the Aura must make DC 17 Wisdom save or become either Charmed or Frightened. The player chooses when the ability is activated, on a failed save they are under the affects of the conditions, and may make another save at the end of their Next turn. Once a target has succeeded on the save they can not be affected by the Shroud for 24 hours. 

The Shroud also grants the monk Regeneration for 1 minute. The monk regains 20 hit points at the start of their turn if they have at least 1 hit point and aren't in running water or sunlight. If they takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn. But will start again the following turn after, so long as they haven't received damage from radiant or holy water. 

While under the effects of the Shroud you are treated as a Vampire, therefore gaining Vampire Weakness. 

  • Forbiddance. You can’t enter a residence without an invitation from one of the occupants.
  • Harmed by Running Water. You take 20 acid damage if they end thier turn in running water.
  • Stake to the Heart. If a piercing weapon made of wood is driven into the monks heart , the monk is paralyzed until the stake is removed. If the monk drops the Shroud for any reason or the shroud ends while there is a steak in their heart they are considered dead. 
  • Sunlight Hypersensitivity. While in sunlight, the monk takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.

This Affect last for 1 minute, once you have used this feature you may not use it again until you finish a Long Rest

Way Of The Vampiric Shroud Image

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