Blood Monk (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Blood Monk[edit]

Monk Subclass


Vicious Strikes[edit]

The conditioning undergone by disciples of this martial art teaches those to strike mercilessly, forgoing finesse. Monks that choose this path add extra d4 of damage with their unarmed strikes. This increases to 2d4 at level 11, 3d4 at 17th.

Sanguine Armor[edit]

If the Mystic Blood monk is currently fulfilling the requirements for the Monk's Unarmored Defense, they can choose to substitute their Constitution modifier in place of Wisdom modifier when determining their Armor Class.

Embrace The Pain:[edit]

Blood monks have long ago learned to channel pain into power

  • The monk regains 1 point of ki for every 10 points of damage that they take. Any damage towards an additional ki point is reset upon a short or long rest.
  • When you are not at full health, As a bonus action for 1 ki point the Blood monk can conjure two projectiles made of blood and make two ranged attacks on anyone within 90ft. Roll your unarmed strike for the damage of each projectile. This damage can be bludgeoning or piercing depending on projectile choice (i.e Arrow, ball, spear) and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Law of Attraction[edit]

  • At 6th level you may spend 2 points of Ki to conjure blood tethers that pull a target up to 30 feet towards you as a bonus action. The target must make a Strength or Dexterity saving throw to resist this maneuver. On a successful save, the target does not move.
  • You can also propel yourself up to 60 feet towards a creature or inanimate object by using this feature. The target can only make a Dexterity saving throw to resist this version of the feature. Attack actions made against the target during the same turn have advantage.
  • Creatures are immune to this ability if they are in full cover or more than one size category larger.

Power Strike[edit]

At 11th level, you gain the ability to strike your opponents with force energy. Once per turn, when you hit a target with a melee attack, you can spend 2 ki points to deal half your monk level(rounded down) plus an extra 2d8 force damage to the target. You can spend additional ki points to increase the extra damage of the weapon attack. Each additional ki point you spend increases the extra force damage by 1d8. The maximum number of ki points (2 plus any additional points) that you can spend equals half of your monk level (rounded down).

Bloodied and Bruised[edit]

At 17th your mastery of blood shows it’s true colors. Only when you’re at half health or lower you can use your action to do one of the following 3:

  • Blood Barrier: A defensive ability that can be used as a reaction. It’s primarily used to protect allies and give them time to recuperate. Dome of blood expands from you up to a 20ft radius pushing any creature of your choice to the exterior as it does so. This dome last for d6 turns, is immune to all damage and does not have a bottom. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. If a creature does make it in through teleportation or burrowing make a strength saving throw with disadvantage on their first attempt as the blood reaches out and attempts to pull them out of the dome immediately.
  • Iron Maiden: A prison of blood forms around your opponent under the effects of force cage. Once per activation you can cause the blood from the cage to stretch out and pierce the occupant forcing them to make constitution saving throw. On a failure the occupant takes 10d12s of piercing damage and half as much on a success.
  • Blood Wyrm: A Purely offensive ability. You pool your blood together and bring to life young dragon made of blood. This dragon is resistant to non magical piercing, bludgeoning and slashing. Use the stat block for a young black dragon. The dragon goes after you in initiative and knows exactly what you want it to do. The dragon lasts for 1 minute or until killed. If you happen to go down in combat the dragon will continue to attack but can no longer discern allies from enemies other than you.

Once you’ve used one of these abilities you can’t do so again until a long rest.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses [[Category:]]

Home of user-generated,
homebrew pages!


Advertisements: