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Way of Blood

Monk Subclass

Though Monk disciplines you have learned to not only control your own Ki, but your very blood. Use this as both a weapon and a defense against others  

Feats

 

Hemokinesis

Starting from level 1, you are able to make simple weapons and objects from your blood. While in your possession these are indefinite, but once out of contact with you for the first time, they will only last one minute. If made into a weapon, the weapon is considered an unarmed one and its damage is based on the amount of health you give up ie: you give up 2d4 damage, it does 2d4 damage. This facet of the feat can be used once per short rest. At level 6, your blood becomes toxic to other mortal beings, and when ingested it will deal 1d4 con damage, and 1d8 at level 12  

Channeling

at level 3, you can channel positive or negative energy into your blood to make it deal radiant or necrotic damage respectively  

Ward

Starting at level 6, you are able to control your blood to an even greater degree, making it impossible for you to bleed out in most circumstances. You become immune to nonmagical bleeding effects and while wearing no armor, you gain your wisdom bonus X2 in additional AC. At level 16, you can make your own blood even more durable making you immune to non magical weapons and attacks  

Invigorating

At level 11, you are able to gain some control over other peoples blood by mixing your own in during attacks. When landing a successful hit with an unarmed attacks, you can heal the damage dealt as a bonus action. This can be done as many times as your wisdom bonus.  

Hemoplague

At level 16, you can forcibly inject your blood into others once per long rest. This can be done to any living creature within a 15ft radius. This will deal 1d6 strength, dexterity, and con damage that will last till their next short rest. At your command they will also have to make a DC 14 wisdom check, and on failure are under the effects of an indefinite 'Dominate Person'. This effect can only be active on one individual at a time. Target automatically succeeds if they are immune to charm or mental effects.

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