Way of the Old Blood (5e Subclass)
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Way of the Old Blood: Stagnation
“Death is a body that does not change. Change is life. Stagnation is death. If you don’t change, you die. It’s that simple. It’s that scary.”-Leonard Sweet It is said that a divine river once flowed, providing life and rejuvenation to all. But somewhere along the line that river was stopped and halted, allowing the water to sit and stagnate. For whatever reason, perhaps in a desperate attempt to save your life, or a misguided desire for immortality, or simply a disease spread throughout your family’s bloodline, you’ve become infected with these stagnant waters.
Starting at 3rd level, you are partially overcome by your supernatural blood. As a manifestation of this blood your arm becomes twisted and mangled, appearing to host disgusting creatures, born from these stagnant waters; blowflies, centipedes, snakes, and more appear to writhe beneath your skin, occasionally bursting out and attempting to consume whatever lay near. You gain advantage on checks made to grapple enemies. You may also attempt to grapple an enemy who is 10 feet away pulling them 5 feet closer in a success and you may also choose to use your Dexterity (acrobatics) skill rather than strength (athletics). Additionally, whenever a creature starts its turn grappled to you, it must succeed on a Constitution saving throw against your Ki save DC, or take 1d4 poison and 1d4 necrotic damage. This die improves as your Martial Arts die increases (e.g. it will be 1d6 poison and 1d6 necrotic damage ages 5th level).
At 6th level, your infection spreads throughout your body, providing you with unearthly hardiness. Whenever a creature takes damage from your Impious Heritage feature, you gain that many temporary hit points for 1 minute. Additionally you count as one size larger when determining your carrying capacity, and the weight you can push, drag, or lift.
Beginning at 11th level, the corruption that infects you has spread to your legs. While you have an enemy grappled, you may move them with no penalty to your movement. Additionally, you have advantage on checks made to shove an enemy Prone and any prone enemies grappled by you are considered Restrained. While an enemy is restrained in this way, as a bonus action you can spend 2 Ki points to detach part of your arm and leave that creature grappled, prone, and restrained for 1 minute or until they use an action to make a Strength or Dexterity saving throw to escape the restraints.
As your infected blood reaches its full strength, your corruption seeks to spread the disease to your enemies. Starting at 17th level, as an action you can take on each of your turns in combat, you may spend 5 Ki points to force one small or larger creature that you have Grappled to make a Constitution saving throw. On a failure you may choose to attempt to Petrify that creature. Petrify. The creature is considered Restrained and must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrifaction lasts until the creature is freed by the Greater restoration spell or other magic.