Page 13 - Eng Темная магия
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Monastic Traditions
A few traditions of monastic pursuit are common in the Toll of the Mystic
At 6th level, you gain the ability to convert your blood into a well
monasteries scattered across the multiverse. Most monasteries of energy. Whenever you spend your ki points, you can choose to
practice one tradition exclusively, but a few honor all the expend a number of hit points equal to the number of ki points
traditions and instruct each monk according to his or her aptitude spent. If you do so, until the start of your next turn you gain a
and interest. All the traditions rely on the same basic techniques, bonus to your speed equal to 10 times the number of hit points
diverging as the student grows more adept. Thus, a monk need expended.
choose a tradition only upon reaching 3rd level.
Way of the Bloodied Fist Transfusion
Beginning at 11th level, whenever you hit a creature with one of
Monks of the Way of the Bloodied Fist follow a tradition that the attacks granted by your Flurry of Blows while you are below
teaches them to control their own life force, as well as the life half your hit point maximum, you regain 1d4 hit points. If the
force of their foes. By focusing their ki, they exert control over attack scores a critical hit, you instead regain 2d4 hit points.
blood - a powerful tool that is not to be underestimated. Their Dominion of Blood
monasteries practice in secret in dark caves and high mountains,
At 17th level, you can take complete control of a creature by
out of the eye of the common people, and their members only
leave for the rare missions ordered by only the most desperate. manipulating its blood. When you hit a creature with an unarmed
strike, you can spend 3 ki points to attempt to grasp control over
Many monks of this tradition are covered in scars - some
self-inflicted in their training, and others earned in battle. The that creature. The creature must succeed on a Constitution saving
throw or fall under your control.
monks often use their mystic energies to manipulate these scars,
forming them into complex designs and symbols to represent their On every subsequent turn after assuming control, you must use
your action to take total and precise control of the target. Until the
unique ki powers.
end of your next turn, the creature takes only the actions you
Sanguine Arts choose, and doesn't do anything that you don't allow it to do.
Starting when you choose this tradition at 3rd level, you can use During this time, you can also cause the creature to use a reaction,
your ki to duplicate the effects of certain spells. As an action, you but this requires you to use your own reaction as well. If you do
can spend 2 ki points to cast bloodburn, blood seal, or sanguine not take this action at the start of your turn, the control ends
rope without providing material components. Additionally, you prematurely. This control can last for up to 1 minute.
gain the bloodletting cantrip if you don’t already know it. You Each time the target takes damage, it makes a new Constitution
must still pay the hemomancy costs associated with each spell. saving throw against the effect. If the saving throw succeeds, the
effect ends.

