Base Class: Monk
The Creed of the Claret Orders asks its followers to commit their lives to the hunt of entities and creatures that threaten the sanctity of life and joy. While the sacrifice is great, the reward is the continued existence of purity and good in the world. The Orders strive to protect those who cannot protect themselves from the shadows, taking no credit for their deeds or reward for their services, beyond the means to live and travel. Some have strayed, focusing on building a fortune for themselves, but should word of such intent make it back to the heads of the Orders, and their actions begin to threaten the innocents they’ve sworn to protect, they may find themselves the hunted.
Blood Training
Beginning at 3rd level, you’ve undergone extensive training with the Claret Order, training you extensively in weaponry from the monastery’s collected volumes. You gain proficiency in martial weapons.
You have learned to pull the wisdom of your enemies from their own blood. You gain proficiency with a new skill. You gain two additional proficiencies with a skill or tool at 11th level.
Sanguine Curse
At 6th level, you can strike pressure points to extract crucial information about your foe, granting you insight about their combat ability. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you mark them as cursed. Whenever a cursed creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature. This benefit lasts until you finish a short or long rest.
In addition, you learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.
Brand of Castigation
At 6th level, whenever you damage a creature, you can spend 1 ki point to force them to make a CHA saving throw. If they fail the save, you sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Wisdom modifier (minimum of 1 damage). You know if they succeeded or failed on their saving throw.
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood monk level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blood of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through blood rituals. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You also have advantage on initiative rolls.
Blood Training (Additional)
You gain two additional skill or tool proficiencies at 11th level.
Blood Leech
Upon reaching 17th level, you’ve gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Blood Resilience
You gain resistance to necrotic damage at 17th level.
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