Monk
Base Class: Monk

"It was unlike anything I've ever seen, she merely put up her hands, and half of us couldn't move, she took us down one after another all whilst the blood our people spilled. It seemed to just gravitate towards her. I barley managed to make it out of there alive. Let me give you some advice, if your blood starts feelin weird, run."

- Captain Wicker detailing the encounter of the criminal blood monk, Birsa The Red

The blood monk relies on the lifeforce of themselves to use their power for offensive combat, and the most well trained can manipulate the blood inside others. The monks that follow the teachings of this tradition mostly become assassins and torturers, and those that don't, are never accepted by society and usually stay out of sight from the eyes of disgust. Nevertheless, they are dangerous to be near, and a well trained blood monk can even take down the most well trained knights and adventurers.

Shaping blood

At the 3rd level, you can manipulate the blood under the skin to harden, pump faster, or pump slower based on the environment. As a bonus action, you can expend one Ki point for your Wis modifier number of rounds to have resistance to a type of damage. You can use it a number of times equal to your Con modifier. All charges recharge after a long rest. 

Vein Bursting Strike

Starting at 6th level, you are able to burst veins from the inside as you strike. When you hit a creature with your hands, you can expend a number of Ki points up to half your monk level, and at the start of the creatures turn that you hit, they take an extra 1d6 necrotic damage for every Ki point you expended. 

Mastery over Blood

At the 11th level, you are able to bend and twist the blood in others to do your whim. As a bonus action, you can expend 5 Ki points, or take 5d8 necrotic damage (which can't be reduced in any way), to stop an opponents blood and restrict their movements for a moment. You choose a target within 20ft of you, the target must then make a Constitution saving throw, on a fail, they are paralyzed until the end of your turn. Once you use this feature, you can't use it again until you finish a long rest.

Usurper of Blood

At the 17th level you can use your abilities at a much more powerful level. Your Vein Bursting Strike damage increases to d8's, and you can use the Mastery over Blood against others your Constitution modifier number of times instead.

Additionally, you can use your action to expend 7 Ki points to activate Usurper of Blood for 1 minute. While in this state, you have immunity to being paralyzed or poisoned, and your Mastery over Blood lasts until the end of the targets next turn, you also gain 1d8 temporary Hp when you first hit a creature with an attack.

Way Of Blood Image

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