Way of the Bloodied Hand (5e Subclass)
From D&D Wiki
Way of the Bloodied Hand[edit]
Monk Subclass
Some crave violence, but none do like the acolytes of the Bloodied Hand. This lust for combat is what drives all of them, with no greater goal than that. Through their disciplines, they tap into this fury, turning it into a source of power that rips all those who touch it apart, even it’s wielder. The slightest tap from this tradition’s masters is anathema to all life.
- Blood Pool
Your soul yearns to kill. Starting from when you choose this monastic tradition at 3rd level, you gain a pool of murderous power. You gain an amount of blood pool points equal to your monk level × 2. When you hit a creature with an unarmed attack, you can expend any amount of points from the blood pool to deal necrotic extra damage to that creature, up to the maximum amount remaining in your pool. You can apply this extra damage after you see your damage roll result. You take half of the extra necrotic damage dealt.
Alternatively, at the start of your turn, you may expend 5 points from your blood pool to wreath yourself in murderous energy, allowing your unarmed strikes to ignore your target’s damage resistances and immunities to slashing, bludgeoning, piercing, and necrotic damage until the end of the turn. When you finish a short rest, you regain an amount of expended blood pool points equal to your monk level, and when you finish a long rest, you regain all expended blood pool points.
- Cruel Ward
The negative energy which pulses throughout your being now permeates the air, rendering some effects near useless. Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw while you are conscious, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1).
At 17th level, the range of this aura increases to 30 feet.
- Born of Violence
The pain surging through your body awakens unknown strength. By 11th level, when you spend at least half your monk level(rounded down) in damage from your Blood Pool on a single unarmed strike, you regain a ki point.
- Spellbane
Even the weave can be tainted. Beginning at 17th level, when you are affected or targeted by a spell, you can spend ki points equal to the spell’s level in order to have the spell fail and have no effect. This still consumes the spell slot as if it were casted normally. Alternatively, as an action you can touch an object or creature to dispel the effects of one spell, spending ki points equal to that spell's level.
Back to Main Page → 5e Homebrew → Character Options → Subclasses