Monk
Base Class: Monk

To be a lichmonk is to carry an immense burden, being utterly shunned in most civilized societies and having a constant nagging thirst for blood can quickly wear away at the mind of a person, but you. You can always fall back on your monastic traditions to keep yourself in check.

Sweet Embrace

Your connection to the Shadowfell lets you harness your own demise, once per long rest, when you reach 0 hit points you immediately gain 1d4 + Monk Level temp health for 3 rounds, and your unarmed attacks deal bonus damage equal your monk level as necrotic damage.

Once you hit 0 health again, or your 3 rounds run out you then fall unconscious and start rolling death saves.
Additionally, you learn 2 Necromancy cantrips and can cast them at will.

Thanotophobia

Your mastery of death lets you harness not only your own demise, but the demise of your enemies as well.
When you land a killing blow on an enemy, you can point at an enemy within 30ft, the target must make a wisdom save or be frightened until the end of its next turn, while frightened this way, it is paralyzed.
You can target more enemies by spending a Ki point per each additional target.

Soul Split

The flow of negative energy within your soul allows it to go outside your body, without causing harm to either.
Once per short rest, you can split your soul and body, allowing you to be in 2 places at once.
When you move on your turn, you can either move your spirit or your body, but cant move them farther than your total movement would allow.
Your Spirit shares your stats and abilities with the following differences; -if it were to take damage, you take the damage instead.

-When you take the attack action, both your spirit and body both attack.

-If it goes 30ft away from you, the effect ends you must pass a dc10 con save, or take damage equal to half your current HP.

-If your body or spirit are under a condition, only it is effected and the other can act freely.

-Your spirit can walk through walls and creatures as if it were difficult terrain,  If it ends its turn inside of a wall you take 4d4 Psychic damage.

Necrotic Rejuvenation

You've learned not only to manipulate the dead, but leech off of the living as well.
You spend 5 Ki points as an action and begin draining the life from your immediate area.
Your unarmed strikes deal Necrotic damage instead of Bludgeoning damage for 1 minute, and when you deal necrotic damage, you gain HP equal to half the damage you dealt per hit.

Comments

Posts Quoted:
Reply
Clear All Quotes