Way of Mastered Mortality Profession in Zoetrope | World Anvil

Way of Mastered Mortality

Monk Subclass (Source: Sword Coast Adventurer's Guide)
This is a reskinned variant of the Way of the Long Death subclass. It is as follows:
Among the various traditions of Olyphian Mystics dedicated to the service of Olyph the Undying One, one of the oldest and self-sustaining is a small tradition of physical mysticism focused on self-mastery, whose practitioners seek to attune their souls to necrotic energies, taking on attributes of undeath with the ultimate goal of full transformation into undeath. Their advanced mastery over the forces of life and death, though primarily intended for their own advancement, make them terrifying foes for any mortal who gets in their way.
Self-absorbed Self Mastery
Each practitioner of the Way of Mastered Mortality is on a highly personal journey of apothanatosis...i.e. they seek to acheive a state of undeath. Such utter absorption towards such an extreme and self-isolating goal selects for highly self centered and even narcissistic individuals with uncommon ego and a general lack of interest in mainstream pursuits and values. This is not to say all who follow this Way are actively malevolent or overtly misanthropic, but neither do they tend towards benevolence or interest in the common good.
First, introduction to this tradition requires a master to share the initial Olyphian wisdom which will start a practitioner on their journey. Existing masters select for those who possess the callousness, self discipline, and social detachment necessary to have any chance at succeess in the ultimate goal of this Way. You must have a master who is a Way of Mastered Mortality monk who has attained at least 3rd level in this class to serve as your teacher, and you cannot be good or chaotic.
As you progress in your journey, you may surpass, abandon, or be released from the service of your previous master, but if so before you can take your 6th, 11th, or 17th level of monk you must find another Way of Mastered Mortality monk who has attained a higher level within this class than you have, who must agree to become your new master and teach you further secrets (and who will not agree to do so if you are good or chaotic or if they do not like you for any reason). If you can find no mortal master to teach you, it is always an option to seek out Olyph himself and strike some bargain or arrangement.
Soultap
Starting at 3rd level, you know the secret of harnessing the departing life forces of others to strengthen your own soul. If you are not incapacitated and have not taken radiant damage since your previous turn, you may regain hit points equal to your monk level (minimum of 3 hit points) when a living biological creature dies by any means within a 5-foot radius of you. This increases to a 10-foot radius at 6th class level, a 15-foot radius at 11th class level, and a 20-foot radius at 17th class level.
Undeath Affinity
Starting at 4th level, while not incapacitated you sense the location of any undead within 60 feet of you that isn't protected from divination magic; this sense doesn't tell you anything about an undead creature's capabilities or identity however. Additionally, the initial disposition of undead towards you is friendly, and they will not deliberately attack you directly or indirectly unless their disposition changes to hostile.
This replaces the Slow Fall monk feature.
Specter of Mortality
At 6th level, you gain proficiency with the Intimidate skill if you do not already have it. Additionally, you may spend 1 ki point to gain advantage when making an Intimidation check against a living biological creature.
At 11th level, you gain the ability to unsettle or terrify the living. As a bonus action you may spend 1 ki point to cause each living biological creature within 30 feet of you that can see you to make a successful Wisdom saving throw or be frightened of you until the end of your next turn.
Mastery of Mortality
Beginning at 11th level, your control over your own life force allows you a chance to refuse death. When you are reduced to 0 hit points, you can spend 1 ki point (no action required) to have 1 hit point instead.
Altered Biology
Starting at 13th level, as a reaction when you suffer a critical hit you can spend 1 ki point to turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
This replaces the Tongue of the Sun and Moon monk feature.
Undead Body
Starting at 15th level, you have successfully transformed yourself into a state of undeath. You no longer age, you can't be aged magically, you do not need to breathe, you no longer need to eat or sleep, and no magic can make you sleep. You may still gain the benefit of rests, but must spend the requisite time doing nothing more strenuous than light activity. Additionally, you have resistance to necrotic, bludgeoning, piercing, and slashing damage and you gain immunity to the exhausted condition. However, you are no longer a living creature; you are considered to be undead and are now vulnerable to radiant damage.
This replaces the Timeless Body monk feature.
Necrotic Touch
Starting at 17th level, you have learned how to channel the necrotic energy that animates you into another living creature, which can be lethal. However, this has the potential to temporarily stun you.
As an action, you may touch one living biological creature within 5 feet of you and spend 1 or more ki points up to the total currently available to you. The target must make a Constitution saving throw. On a failed save, the target takes necrotic damage equal to 2d10 per ki point spent + your Wisdom bonus. On a successful save, the target takes half as much damage.
You must then make a Constitution saving throw against a DC equal to how many ki points you spent. On a failed save you gain the stunned condition for a number of rounds equal to how many ki points you spent. For instance, if you spent 15 ki points and then failed to make a DC 15 Constitution saving throw, you would gain the stunned condition for 15 rounds.
Phylactery
When you reach 20th level, you may spend 2d10 weeks to turn an object worth at least 1000 gp that you are carrying upon your person into your phylactery, transfering your soul into the object. Regardless of what kind of object you used to make your phylactery, it now has 20 AC and 20 hit points and detects as having a faint aura of necromantic magic. Once your phylactery is completed, you may do whatever you wish with it. The common practice is to carefully hide it someplace very safe and very secret.
At dusk of each day, if you are dead and your phylactery still exists and a new body made by it does not currently exist, the phylactery will cause a new body identical to your original one to come into existence (unclothed and with no equipment) in the closest open space within 5 feet sufficient to fit the body. The new body made by the phylactery is an inert and empty vessel for 1d10 days; at the end of which if you still remain dead the body becomes your new self and you awaken within it refreshed as if you have just completed a long rest. If there isn't sufficient open space within 5 feet of the phylactery to fit the body, such as if it is buried or encased in stone or currently residing in an extradimensional storage space, this process is suspended until such a time as there is sufficient open space. If your previous body is returned to life by other means prior to you becoming conscious in your new body, the process is halted and the new body discorporates.
You may only have one phylactery at a time; if your phylactery is destroyed and you still survive your soul returns to you. If this occurs you may subsequently make another phylactery following the previously described process.
This replaces the Perfect Self monk feature.

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