Monk
Base Class: Monk

More often than not, Monks engage in the path of blood and combat, initiating themselves in war besides taking the path of peace. Most of these are evident, though what if there was an even more brutal path that they can walk down? The way of the bloodbath is quite opposite to the general peaceful mindset of the life of monk. These Monks use their boiling blood and blood of others that they spill to walk the path of bloodshed. More often than so, it can be caused by those that wish to exact revenge on others, to carry out acts of tyranny or to ready yourself for war. One would have trained in an environment that may not be healthy for the a person's mind; instead of calming your mind to fight smart, you are often subjected to pure madness and combat, and all you know are blood, sweat and tears. One could have also trained in the arts more calmly, though in practicality this if often forcefully learnt, and not something that can naturally be developed.

 

Blood Arts

When you walk down the Way of the Bloodbath, you practice a method to circulate your blood in conjunction with your Ki. This practice has turned your blood into a form of resource that fuels more abilities than your Ki normally would be able to. You gain a pool of Blood Ki equal to your Monk levels, which can be used to fuel various aspects of your attacks. These Blood Ki points are separate from your Ki Points, and it regains all of its points at the end of a long rest. Once on each of your attacks in the Attack action, unless specified otherwise, you may only apply one of the following Blood Arts:

Blood Rush. Within the flurry of attacks you make, you can choose to make them more accurate by invigorating the blood to bolster your fighting senses. Upon spending 1-3 Blood Ki points, you can add an additional amount relative to the amount of Blood Ki you spend into your unarmed strike attack roll. This feature can not be used alongside the Focused Aim Monk additional feature.

Blood Strike. In the midst of battle, you can temporarily gain the ability to coat your fist in an aura to hit harder. You can spend 2 Blood Ki points in order to make your unarmed strike count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This feature can be used alongside any of your other Blood Arts.

Blood Fury. This feature is not used during the Attack action, but rather when you use your bonus attack to make an unarmed strike attack. When you wish to have your unarmed strikes during a bonus action infused in a Blood Art, you may spend 1 additional Blood Ki point as well as the required Blood Ki point(s) for the Blood Art you wish to use for each unarmed strike taken as a bonus action (i.e. if you wish to use your Blood Arts on both attacks on your Flurry of Blows, you must spend an additional 2 Blood Ki points, on top of the Blood Ki points required for the Blood Arts). 

 

When you are making the Custom Counter for the Blood Ki points, you may use !cc create "Blood Ki" -min 0 -max {MonkLevel} -reset long -type bubble in order to get the Blood Ki points to update itself every time you use it. You can also choose to exclude -type bubble if you would rather count the amount of Blood Ki you have instead. 

 

Expanded Blood Arts

You begin exploring other ways of using your Blood Ki, and as such you have discovered new ways of utilising them. When you reach the 6th Level, you gain the following additional Blood Arts to be used using your Blood Ki:

Blood Wave. When your arm doesn't stretch far enough to be able to hit the enemy, you can instead invigorate your aura and launch an energy wave at the enemy from afar instead. You can expend 1 Blood Ki point in order to extend the range of one unarmed strike, and replace it with a ranged spell attack in which you are proficient in. The ranged spell attack uses your Wisdom modifier in place of when you would normally use your Strength or Dexterity modifier for your unarmed strikes. The attack deals magical piercing damage instead of bludgeoning, and the range of the spell attack is 30ft.

Blood Hide. Your body begins adapting to the manipulation of your blood flow, and you have begun to be able to encase your skin with an aura, fuelled by your Blood Ki. When you are hit by an attack, as a reaction you may choose to spend 2 Blood Ki points to roll your Martial Arts die, and apply a bonus to your AC equal to half the number rolled, rounded up, to potentially cause the attack to miss you.

Blood Seeking. Your senses begin to sharpen from the expanded flow of blood, allowing you to sense things that you normally can not. By spending 2 Blood Ki points, you gain one of the following benefits, that last for 10 minutes before it disappears:

  • You gain darkvision out to a range of 60 feet. If you already have darkvision, Blood Seeking increases its range by 30 feet.
  • You gain advantage to your next Perception, Investigation or Insight check to look for trails of blood, a creature or detecting noise.

You require to maintain concentration as if you were concentrating on a spell whilst Blood Seeking.

 

Blood Magic

Starting at 6th Level, you learn to use your Ki to tap into another's blood in order to gain information out of them. It could be primarily used for hunting purposes, or other miscellaneous ones, such as obtaining key information that they may hold that are crucial to you. 

You gain the ability to cast Analyze Blood by expending Ki points, using Wisdom as your Spellcasting Ability. The base cost to cast the spell is 1 Ki Point, and you can spend additional Ki to upcast them at a rate of 1 additional ki point per level. (i.e a 2th Level Analyze Blood would cost 2 Ki, while a 9th Level Analyze Blood would cost 9 Ki). Additionally, you can only upcast these spells up to a level equal to your Monk Level divided by 2 (rounded down) to a maximum of 9th level. 

 

Due to the Analyze Blood spell being a Homebrew one, you would have to use the !sb add "Analyze Blood" command in order to add it into your spellbook on Avrae for the purposes of being able to cast the spell. Otherwise, you can also input !cast "Analyze Blood" -i in order to be able to successfully cast it. You can either create a snippet to automatically remove a number of Blood Points from your custom counter, or manually remove it after each casting.

 

Tempered Reinvigoration

Through floods of combat and strenuous training, your body has become integrated to the excessive use of your Blood Ki. At 11th Level, you gain the ability to regain Blood Ki in the middle of combat, either through siphoning blood from others when you injure them, or through flesh wounds. Your Blood Ki can also be erected through the use of your Ki Points, causing the energy disturbances and amplification.

Once in a round, whenever you successfully land an unarmed strike attack, you regain 1 Blood Ki point. This includes attacks from attacks of opportunity, or via other means. You can also regain a Blood Ki point once in a round when you take damage.

 

In addition, the rigorous training and torture that you have endured and suffered through have given you a stronger skin, making you more durable. Your Constitution score increases by 1, up to a maximum of 20.

 

Blood Arts Mastery

Your mastery in the Blood Arts and Way of the Bloodbath has been sharpened through massive leaps and bounds, giving you even more power than you would imagine. When you reach the 17th level, you can invoke superior forms of your current Blood Arts, as well as expand your uses of your Blood Arts into other things that you may use in the midst of combat.

As an action, you begin to manipulate your Blood Ki to fuse with your Monk Dedicated Weapon, turning it into a Blood Weapon and giving it an additional sharp edge in combat. By spending 4 Blood Ki points, you can grant the Dedicated Weapon in your Monk Additional Features the ability to use any of your Blood Arts. You can only infuse your Blood Ki into this weapon for 1 minute, and on top of your normal Blood Arts, you also gain the following:

Blood Weapon Wave. If your Blood Weapon is a melee weapon, your Blood Weapon Wave would grant your Blood Weapon to have a reach of 30ft for each time you spend 2 Blood Ki points to activate that Blood Art, similarly to how you would activate the Blood Wave. Otherwise, your Blood Weapon Wave will have no effect.

Blood Parry. The aura from your Blood Ki spreads over to the weapon, allowing it to be used for more defensive measures. When you are hit by an attack, as a reaction you may choose to spend 3 Blood Ki points to apply a bonus to your AC equal to your Wisdom Modifier to potentially cause the attack to miss you.

Bleeding Cut. Once a round when you successfully land a hit on a creature using the Blood Weapon, you can infuse a little bit of your blood aura to turn it into a grevious wound, making it hard for them to focus on attacking. Upon a successful attack with the Blood Weapon, you may spend 4 Blood Ki points to prevent the creature affected from regaining health until the end of its next turn.

 

Alternatively, you may now tap into your innate mastery in Blood Ki and Amplify your Blood Arts. As an action, you can spend 4 Blood Ki points to take the form of a Blood Asura, and improve your prowess in combat. Most existing Blood Arts will become Amplified, and whilst in your Blood Asura form, you will also gain new abilities. These abilities can still be used alongside Blood Arts that have not been Amplified, and the Blood Asura form lasts 1 minute. Whilst in that form you gain the following Blood Arts:

Amplified Blood Fury. You no longer require to spend any Blood Ki points per unarmed strike that you make during a bonus action, and may freely use any of your Blood Arts on your unarmed strikes during the bonus action, but only when you are not making a Flurry of Blows. If you were to make a Flurry of Blows, you would require to spend an additional 1 Blood Ki point as normal.
Otherwise, you may choose to spend 4 Blood Ki points instead when you make a Flurry of Blows attack to make three unarmed strikes as a bonus action. If you choose to do this, you can not use any of your Blood Arts for those unarmed strikes, trading accuracy for more attacks.

Amplified Blood Wave. For every time you make an unarmed strike, you may now instead spend 2 Blood Ki points to increase your unarmed strikes range to 30ft, rather than replacing it as a ranged spell attack. Alternatively, you can make the same ranged spell attack with the range of 60ft instead of the original 30ft (i.e. using Wisdom as your attack modifier, and dealing piercing damage).

Amplified Blood Hide. When you are hit by an attack, as a reaction you may choose to spend 3 Blood Ki points to roll your Martial Arts die, and apply a bonus to your AC equal to the number rolled to potentially cause the attack to miss you.

Blood Aura Explosion. Once on your turn, whenever you successfully land an unarmed strike, you can cause the blood of the target to temporarily and rigorously back flow, causing a small implosion. You can spend 2 Blood Ki points in order to add an additional two of your Martial Arts die in addition to the unarmed strike's damage. Because of the nature of this attack, Undead or Constructs are immune to this feature, and as such the unarmed strike will not benefit from any of the damage rolled from this feature.

 

Due to how straining each of these abilities are (i.e. infusing a Blood Weapon or making your Blood Arts Amplified), you may only choose to use either form a time. Should you wish to use the other form, you must use an action to focus on all of your blood aura, and force your change. You gain one level of exhaustion, and your 1 minute duration of the ability does not reset. You can take on either of the two forms once per long rest, or if you wish to reactivate it, you must spend 8 Blood Ki rather than the usual 4, and gain one level of exhaustion. 

 

Blood Sorcery

Your understanding in your Blood Magic has become extremely potent, and in the process of mastering it, your manipulation of blood has reached a level similar to almost a form of  transmutation, or necromancy. At the 17th Level, you can choose to spend an equal amount of Blood Ki equal to the level in which you cast the Analyze Blood spell to restore the state of the blood used as the component, no matter how old, to a state where it can be used for the spell. Alternatively, you can obtain the relevant information from casting the spell on any type of blood (i.e. muddled or mingled) by purifying it to a state where it can be analyzed normally. However, upon doing so the blood sample used will disintegrate after the spell is cast, and the effects have ended.

 

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