```metadata title: Way of Bloodsport Monk description: '' tags: '' systems: - 5e renderer: legacy ``` # Way of Bloodsport Monk ## Bloody Hands As an aspirant of the Way of Bloodsport, you are intimately familiar with the anatomy of living things and take great pleasure in watching them bleed. Beginning at 3rd level when you chose this tradition, Your unarmed strikes deal slashing damage, and you are proficient with scimitars and whips, which count as monk weapons for you. Additionally, whenever you deal slashing damage to a creature, it begins to bleed, taking half of your proficiency bonus as necrotic damage at the beginning of each of its turns. When you gain the Ki-Empowered Strikes feature, this necrotic damages counts as magical for the purpose of overcoming resistance and immunity to nonmagical damage. You can inflict a maximum number of bleeds across any number of creatures equal to twice your proficiency bonus.(for example, if you are a level 5 monk, you can have 3 bleeds afflicting one creature, At the end of a creature's turn, if it is suffering from one or more bleed effects, it can make a constitution saving throw against your ki save DC. On a success, it ends half of the bleeds effecting it, rounded down (minimum 1) ## Flurry of Blood Beginning at 6th level, you can channel your flurry of blows into a whirlwind of blood. When you use Flurry of Blows, you can spend 1 additional ki point to gain advantage on your attacks. If you do, the target takes half damage from your attacks, but gains two Bleeds per hit instead of one. ## Blood Frenzy At 11th level, the scent of blood invigorates you. While at least one creature is bleeding within 60 feet of you, your unarmored movement is doubled. While there are at least four total bleeds afflicting creatures within 60 feet of you, you can use Step of the wind as a free action once on each of your turns. While there are at least eight total bleeds afflicting creatures within 60 feet of you, you are under the effect of the Haste spell, but do not suffer the drawbacks of it ending. ## Hemophilic Affliction At 17th level, your fervor for blood has reached its height, and your bleeds are irresistible. Creatures have disadvantage on saving throws to recover from bleeds you inflict. Additionally, if a creature critically fails its constitution save to recover from bleeding, it instead suffers an additional bleed. This bleed does count toward your maximum number of bleeds, and a creature cannot suffer this additional bleed if you have already inflicted your maximum number of bleeds. Additionally, while there are at least twelve total bleeds afflicting creatures within 60 feet of you, whenever a creature takes damage from a bleed you have inflicted, you regain hit points equal to half of the necrotic damage taken.