Monk
Base Class: Monk

“A sword can be disarmed. A spell can be countered. An arrow caught. A wand broken. But my blood doesn’t fail until I do.” – Master Cao Bei, Instructor at Blood Moon Temple.

Monks that follow the Way of the Sanguine Lotus, sometimes called Blood Monks, are dedicated to the mastery of the life force that flows through the veins of all living creatures. Strength, resilience, and sacrifice are the guiding principles for all who follow this path. Instructors teach that only great strength and great sacrifice can truly bring change to the world. The weak are doomed to be swept downstream in the bloody current of life.

Monasteries and temples will test any who wish to follow the Way of the Sanguine Lotus. None are turned away. However, the tests are often brutal in nature and fatalities are all too common. This fact, paired with the obvious reverence towards blood, has caused most common people to villainize those who practice this Way. However, the alignment of these monks range greatly. Some wish strength to change the world for the better. Others wish to soak the earth with the blood of those who oppose them.

Spears of Blood

Starting when you choose this tradition at 3rd level, you learn to use your own blood as a weapon. The appearance of the weapon varies depending on the wielder.

As a bonus action, you can choose to spend a number of ki points up to 5 to use your own blood as a weapon. You lose 1d6 hit points per ki point spent and 1d6 deal magical piercing damage per ki point spent to enemies within a 15 ft. cone.

At 11th level, this becomes 2d6 per ki point.

Bloody Puppeteer

At 6th level, you gain control over other creatures' blood. As an action, you may force a creature with blood that you can see to move up to 30 feet in any direction and make one attack against another creature.

Blood Bag

You learn how to sustain yourself using blood. You no longer need to eat or drink if you are able to consume blood. You can use your enemy's blood to heal yourself. When you are damaged by a creature within 5 feet of you, you can use your reaction to attempt to heal yourself with their blood. They must make a Constitution saving throw equal to 8 + your Wisdom modifier + Your proficiency bonus or take 4d6 magical piercing damage. You are healed for as many points of damage as you deal.

Scarlet Rain

As an action, you can cause blood to materialize, harden and fall in a 20 ft sphere. All creatures in that area must make a Dexterity Save equal to 8 + your Wisdom modifier + your proficiency bonus or take 4d12 magical piercing damage.

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