Base Class: Monk
Monks who follow the Way of the Shano Drug use alchemical substances, psychoactive herbs, and intense bodily conditioning to heighten their reflexes, twist perception, and devastate foes. Their ki is laced with chemical stimuli, allowing them to weaponize altered states in combat.
Alchemical Insight
You gain proficiency in Medicine and Poisoner's Kit.
If you already have Medicine, you instead gain proficiency in Nature or Survival (your choice).
You may craft special drug doses during a long rest equal to your Wisdom modifier (min 1). These are consumed using your bonus action and last for 10 minutes or until another dose is consumed.
Choose one effect each time you consume a dose:
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Hyperfocus: Advantage on Perception and Investigation checks.
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Muscle High: +1 AC until the start of your next turn.
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Rush: Add +10 to your movement speed for 1 minute.
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Dulled Pain: Gain resistance to bludgeoning damage for 1 minute.
Your quality of the Drug is 1d4 + proficiency bonus.
You can store liquid Drugs in a cask and throw it towards a creature, this counts as a ranged attack and deals 1 damage + the effect of the drug.
Euphoric Resilence
6th Level – Euphoric Resilience
Your mastery of internal balance sharpens.
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You have advantage on Constitution saving throws against poison, disease, or being paralyzed.
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While under the effects of one of your crafted drugs, you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns (for 1 minute).
Chemical Clarity
11th Level – Chemical Clarity
The veil between mind and body fades.
While under the effects of one of your drug doses:
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You gain advantage on all Charisma, Wisdom, and Constitution saving throws.
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You may use your reaction to reroll a failed saving throw once per short rest.
Apotheotic Overdose
17th Level – Apotheotic Overdose
Once per long rest, you can overdose yourself or a creature within 5 feet as an action, triggering a massive release of chemical energy.
Choose one of the following effects:
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Unstoppable High: Your attacks this turn deal an additional 1d6 poison damage.
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Toxic Bloom: All creatures of your choice within 10 ft must make a Constitution saving throw or be blinded and poisoned until the end of your next turn.
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Last Breath Elixir: If you're reduced to 0 HP, you can make a Wisdom saving throw (DC 15). On a success, you're reduced to 1 HP instead, and you may immediately move up to your speed without provoking opportunity attacks.
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Booster Blood. You can create the ultimate stimulant by offering a creature your own blood. As an action, you may have a creature willingly consume your blood (administered as a special drug dose). For 1 minute, that creature's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each become 20 (this does not stack with existing higher scores).
If a creature consumes this blood drug more than once per long rest, they take (your class level)d6 necrotic damage, ignoring resistance.
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Drug Master. You have mastered control over your chemical creations. You no longer need to roll saving throws to resist side effects from any of your Drug Styles or concoctions.
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Unstoppable Drug. Once per long rest, you can activate your Ultimate High. For one combat encounter (up to 1 minute), all of your drug effects are doubled — this includes duration, damage dice, healing, bonuses, penalties, and DC increases. Overdose thresholds remain unchanged, but become significantly more dangerous due to magnified effects.







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