Base Class: Monk
The Way of the Fatal Fist is a long forgotten, brutal art that sacrifices everything for power. It was founded by a group of monks, belonging to the Way of the Open Hand, whose obsession with mastering the body became almost demoniac. Those of its highest order were taught "The Crimson Skeleton", a technique designed to analyze their opponent's skeleton, and rearrange their own accordingly, in order to prevail at any cost. The monks belonging to the Way of the Scarlet Hand were all but wiped out by an extremist cult bent on destroying all who practiced this "unnatural" art. The precious few monks who managed to survive were driven into hiding, until it's teachings were all but lost to the rest of the world.
The Crimson Skeleton
Starting when you choose this tradition at 3rd level, you gain the ability to analyze your opponent's skeleton rearrange your own to gain the upper hand in a fight. You learn three powerful techniques; Radiuspikes, Phalange Bolts, Skeletal Sight all of which are useful and deadly in their own right, but together they create an unbelievably powerful Monk.
Radiuspikes: You grow one bone spike from any desired joint, causing unarmed strikes from that area to deal an extra 1d4 piercing damage. The spikes are very brittle, and will snap off if you fail your attack roll. The ability is used a the start of your turn, and lasts until the effect is broken due to a failed attack roll or the start of your next turn. This ability costs one (1) Ki point to use. You may cast this on multiple joints at once, though that requires an additional Ki point per spike.
Phalange Bolts: You grow sharp, loose bones at the tips of your fingers. You then flick them at an opponent, with a range of 20ft. - 60ft. Make an attack roll for each hand (four bones), using your dexterity modifier. For each successful attack, roll 1d4 + your dexterity modifier. This ability costs one (1) Ki point to use. The bones will fall off at the end of your turn if they go unused.
Skeletal Sight: You target one enemy and see through their skin, perceiving their skeletal shortcomings and deciding on their weakest points. You gain advantage on any attack rolls made at the targeted creature until the end of the battle. This ability costs one (1) Ki point to use. You may target more than one creature at once, though that costs an additional Ki point per creature, and you may only target one creature per round.
Cartilage Armor
Starting at level 6, you can harness your Ki to create a firm layer of cartilage and marrow over your skin. While in this form, you gain +2 to AC. This can be done in preparation for combat, or as a bonus action during combat. The effect lasts for 10 minutes. You must finish a long rest before you can use this feature again.
Pillage Vitality
At 11th level, you gain the ability to pillage the vitality from surrounding life. Outside of battle, you can regain hit points equal to 1 - 4 times your monk level, depending on the plant life in the surrounding area (Ex. barren desert or abandoned mine = x1, dense jungle or forest meadow = x4). The vegetation from which you draw power becomes dark and lifeless. You must finish a long rest before you can use this feature again.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.







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