Siphoning Strikes
At 3rd level, when you choose this tradition, you gain the ability to heal yourself by simply striking a creature and siphoning some of its life energies. Whenever you hit a creature with an unarmed attack, you can spend a ki point to regain hitpoint equal to the amount you rolled on the martial arts die plus 1.
You do not regain hit points with this ability if you target a construct an undead or a creature that has temporary hit points.
Positive/Negative Transfer
At 6th level, you you've become proficient transferring the flow of life energies within yourself and giving it to creatures you touch. You can now choose to take necrotic damage in order to cast certain spells without expending a spell slot or needing spell components. These spells and the amount of necrotic damage you take when you cast them are shown below. You use your Ki save DC in place of spell save DCs.
Necrotic Damage |
Spell |
3d8 |
bestow curse |
4d8 |
life transference (ignore this spells damage to you) |
4d8 |
animate dead |
5d8 |
revivify |
Necrotic damage dealt by this ability cannot be reduced in any way. If you are reduced to zero hitpoint by this ability, the spell fails and you fall unconscious.
Thousand Lives Endurance
At 11th level, If you would be reduced to zero hit points, you can reduce your maximum hit points by 2d12 in order to remain standing at 1 hitpoint. You can do this as many times as you want, but each time you do so you roll an additional d12.
Finishing a long rest restores your missing maximum hitpoints, a greater restoratino spell will restore half of them.
Life Scattering Palm
At 17th level, you can forcefully push the life force out a creature and use it to harm or heal other creature around it. When you hit a creature with an unarmed attack, you can spend 4 ki points to deal 4d10 necrotic damage to the target. You can then cause up to 6 creatures within 15 feet of the target to either regain half as many hitpoints or take half as much necrotic damage.
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