Monastic Way of the Bloodied Fist
Way of the Bloodied Fist
Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood – a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate.
Many monks of this tradition are covered in scars – some self inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast bloodburn, blood seal, or vampire’s kiss without providing material components. Additionally, you gain the bloodletting cantrip if you don’t already know it, and use Wisdom as your spellcasting ability for it. You must still pay the hemomancy costs associated with each spell.
Toll of the Mystic
At 6th level, you gain the ability to convert your life force into ki. As a bonus action on your turn, you can convert your hit points into ki points, with 4 hit points equaling 1 ki point. You can spend a maximum of 12 hit points at any one time, gaining 3 ki points in the process.
Beginning at 11th level, whenever you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you regain 1d6 hit points.
Dominion of Blood
At 17th level, you can take complete control of a creature by manipulating its blood. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under your control.
On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not take this action at the start of your turn, the control ends prematurely. This control can last for up to 1 minute.
Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends.