Base Class: Monk
Monks of the Way of the Bloodletter follow a tradition that can seem... aggressive at first. The firsts of this order studied vampires, some even becoming them, learning techniques to mimic vampires natural abilities. This came from the founder's united belief that vampires held the key to eternal youth, and power beyond imagination. Being trained with daggers and all manner of blades at an early age, Bloodletter Monks are downright deadly with any sharp implement. The members of this monastery are often secretive and defensive, being mistaken for vampires and other such monsters due to their abilities. Learning to consume and manipulate blood for lasting benefits, Bloodletter Monks can be vicious and brutal on the battlefield, cutting through their enemies and draining them dry to keep on slicing. Out of the battle, Bloodletter Monks can be suave and cunning, using their more hidden talents and abilities to disappear out of sight, silently taking out targets one by one.
Thicker Than Water
Starting when you choose this tradition at 3rd level, you can use the blood of foes for your own benefit. When consuming blood from a creature that you have injured or killed, you gain 1d4 + your Constitution modifier in health. Consuming the blood in combat will cost a bonus action, and can be described as licking the blood from a weapon, as an example. Consuming the blood of a creature that has been poisoned will inflict the status on you, dealing the damage they received (divided by 3 rounded down) unless you are immune. Consuming blood requires two turns between uses to receive the maximum benefit, as using it twice in a turn will half the health received.
Collect What Is Due: if you have injured or killed a creature within 20ft of you, you can call to their blood, using a bonus action and a ki point to pull it to your lips. this ability falls under the same side effects as regular consumption.
Storing blood for later will grant the same effect, and one normal flask (1 pint) filled with blood can be used 3 times before needing to be refilled. Drinking from the flask uses a bonus action. The blood will begin to deteriorate within 3 days, and after that will not heal you.
Every 3 levels (6,9,12,15,18) the health you gain by consuming blood will increase by 1d4.
Additionally, your eyes become accustomed to the shadows, granting darkvision out to 60ft, and you gain proficiency in daggers, Scimitars, Whips and Improvised Weapons.
Crimson Cadavers
By 6th level, you've learned to use your foes discarded cadavers in helpful ways in and out of battle.
Skewering of Ichor: After you have killed a creature of medium or large size within 60ft of you, you can spend 2 ki points and an attack action to force the corpse to explode in a burst of blood spikes and force every creature within 20ft to make a dex save, the DC being 11 + your Dexterity modifier. On a failed save they will take 3d8 piercing, and on a success they will take half. Any creature in the blast radius that is an ally to you (including yourself) will take half damage on a fail, and no damage on a success. This ability can be used once per corpse, and 2 + your Wisdom modifier times per long rest, destroying the corpse completely. The corpse must have been killed by you in the last 24 hours, and still contain blood.
Every 3 levels (9,12,15,18) the blood spikes will increase in damage by 1d8.
Grave Trade: After you have killed a creature of your size within 60ft of you, you can spend 2 ki points and all of your movement to switch places with the corpse, appearing where it was soundlessly. This ability can be used once per corpse, and 2 + your Wisdom modifier times per long rest, destroying the corpse completely. The corpse must have been killed by you in the last 24 hours, and still contain blood.
Every 3 levels (9,12,15,18) the range of your switch increases by 10ft.
Shadows of Sacrifice
by 11 level, you've learned how to manipulate shadows to your whim, slicing and dismembering enemies with complete surprise. You can even cloak yourself in them, making it much more difficult to see you.
Silhouette of Blades: You reach out with your mind to the shadow of a foe within 40 ft of you, using 2 ki points and an action to form it into blades that slash them from behind. The blades deal 4d6 slashing damage at the end of their next turn, and if the enemy is killed before the blades strike they will stay with the body for 1 minute, lashing out at any creature besides you that comes within 5ft. After dealing damage to one creature the blades will vanish. The target must have a shadow at the time of use, but after the blades manifest the target can enter darkness without them being dispelled.
Every 3 levels (12/15/18) the damage will increase by 1d6.
Shadow Shroud: Using your connection to the darkness around you, you can spend 2 ki points and a reaction to have them engulf you, obscuring you from foes. Until the start of your next turn any attack roll made against you will have disadvantage, and the first attack you make that requires an attack roll will have advantage. This ability has 2 + your Wisdom modifier uses, refilling after a long rest.
Additionally, gives proficiency in Stealth and Sleight of Hand.
Blood of The Elders
by 17th level, you have attained the oldest knowledge your order has, granting you powers closer to that of your vampiric idols. You can manipulate your own blood with more precision, forming a shield to attack, or the blood of others, causing them to burn or freeze from the inside out.
Sanguine Shield: After being damaged by a creature within 80ft of you, you can use your fallen blood and 2 ki points to summon a Sanguine Shield, launching it at your attacker. on a hit the shield will bounce off of the target with great force, dealing 8d6 force damage. If there is another enemy within 15ft of the original target, the shield will attempt to hit them. On a hit, the shield will deal 4d6 force damage. If there is another enemy within 10ft of the second target that isn't the first, the shield will attempt to hit them. On a hit, the shield will deal 2d6 force damage. This ability has 2 + your Wisdom modifier uses, refilling after a long rest.
of Fire and Ice: Hitting an enemy with your fists, you reach into them with your control, turning their own blood against them. This allows you two abilities:
Chilled Blood: On an unarmed strike hit, you can use a ki point to force the temperature of your enemies' to drastically drop, dealing 4d6 cold damage, and the target must make a con save, the DC being 11 + your Constitution modifier. On a failed save their movement speed will drop by half, and they will be unable to take reactions. This will last for 1 minute, unless they take any amount of fire damage. This ability has 3 + your Consitution modifier uses, refilling after a long rest.
Hot Blooded: On an unarmed strike hit, you can use a ki point to force the temperature of your enemies blood to rocket upwards, dealing 4d6 fire damage, and the target must make a con save, the DC being 11 + your Constitution modifier. On a failed save they will be set on fire, and take 2d4 fire damage each turn for 5 turns, unless they take any cold damage. This ability has 3 + your Consitution modifier uses, refilling after a long rest.
Additionally, you gain proficiency in one martial weapon and one simple weapon of your choosing.
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