Way of the Ki Thief (5e Subclass)
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Way of the Ki Thief
Blasphemers, heretics, scum. Monks hardly ever label eachother as such, save for a few. Those who follow the Way of the Ki Thief fit those descriptions very well. The tradition is considered forbidden, it’s practices too evil, even compared to those who practice the Long Death. They are leeches of life, but they do it not to live longer, not to better understand life, no. The only purpose behind it is to grow stronger.
While some, with a very large emphasis on some, do not seek to do evil with these powers, it matters little, as those who practice it are openly discriminated against by their brethren regardless. The force of ki, the very spirits of these people, are more than sacred. Ripping the spirits of others to shreds is more than frowned upon.
- Drained Self
These practices leave none untouched. Starting at 3rd level, your ki point maximum is reduced by your Proficiency bonus.
- Ki Thief
At 3rd level, you can drain Ki from foes through your touch. Once per turn when you hit a creature with an unarmed attack that isn't an undead or construct, you may force them to make a Constitution saving throw versus your Ki save DC. On a failed save, you regain one expended ki point. If the target has ki points, it loses one. You can use this feature a number of times equal to your Wisdom modifier and you regain expended uses when you finish a short or long rest.
- Taken Form
At 6th level, when you use your Ki Thief feature, you may forgo stealing a ki point to deal 1 damage to your choice of their Strength, Dexterity, or Constitution score. A creature damaged in this way restores 1 lost ability score point of its choice at the end of a long rest.
- Stolen Life
At 11th level, when you use your Ki Thief feature, you gain temporary Hit Points equal to 1d10 + the target's Constitution modifier. In addition, Ki Thief now has an amount of uses equal to twice your Wisdom modifier.
- Lasting Drain
Where you once took pieces, you now leave nothing. At 17th level, when a creature fails its saving throw against your Ki Thief feature, you may expend a ki point to leave behind a cursed mark. While marked in this way, the creature must make a Constitution saving throw at the beginning of each of its turns. On a success, the mark fades and the effect ends. On a failure, the target loses 1 ki point if it has any, takes 1d10 necrotic damage, and you gain 1 ki point. If the target fails this saving throw multiple times, they take 1d10 additional necrotic damage for each failed save after the first.