Base Class: Monk
Way of the Emerald Presence
Founded in the peak of the age of Peace, the Way of the Emerald Presence is a blending of ki manipulation with the shared principles of dragon magic and blood, specifically that of the Green Dragon' Koryphin'ell. It teaches one to inject their ki like a fierce venom into the enemies of the order and how to harden the blood and organs to become not just immune to poisons but to thrive on consuming them.
Features of the Emerald Presence:
3rd Level- Venom Strikes
6th level- Blood of Green
11th level- Embrace of the Syphon
17th level- Form of the Venom Dragon
Venom Strikes
A monk who learns these techniques learns how to inject their ki like a poison into the bodies of those they strike with their monk weapons. It allows you to spend a ki point whenever you hit with a monk weapon to deal additional poison damage.
This damage is based off your level:
Levels 1-5 1d4
Levels 6-10 2d4
Levels 11-15 3d4
Levels 16-20 4d4.
Whenever you make an attack with a monk weapon you can expend a ki to charge your strike with venom.
Blood of Green
Starting at 6th level your body has begun to change. The nature of the Emerald Presence is a blending of ki and the power of green dragons, a fusion of nature with the essence of your soul. Through this soul and body will begin to form as one. You have gained powerful resilience to poisons and acid through your meditation and training; soaking your body in ki flavored with the strength of the green dragon has altered the very chemistry of your blood making you immune to such attacks and hazards.
You gain immunity to the poisoned condition, and resistance to poison and acid damage.
Embrace of the Syphon
Your ki not only has the ability to take on the qualities of Poison but also can act as a magnet or sponge to poisons that plague others. Starting at 11th level you have grown skilled enough to inject your ki quickly into others to absorb poison out of them. And your body has become so resistant to poisons that your resistance to poison grows to immunity. Whenever you use this feature to cure someone of the poisoned condition, or, you take poison damage you gain temporary hit points equal to one half your monk level rounded up for one minute as poisons now invigorate and cause your wounds to, for a moment, regenerate.
In addition, whenever you remove the poisoned condition from an ally your next attack with a monk weapon receives a free Venom Strike enhancement without spending ki.
With this feature you gain the following bonus action: You can spend 2 ki to cure an ally within reach of your or your monk weapon of the poisoned condition.
Form of the Venom Dragon
Your ki, when summoned, can wrap you like a shroud of poison gas and clings to you with emerald green fury. Starting at 17th level you gain the ability to take on the Form of the Venom Dragon; a mere shade of the great green dragon from which the technique was formed, but a fierce and powerful shape that increases your toxicity and power greatly for a short amount of time. You are able to maintain the Form of the Venom Dragon as a bonus action and maintain it for a number of rounds equal to your wisdom modifier. You regain the use of this ability after a short rest.
While in the form of the Venom Dragon you gain the following abilities:
You gain a fly speed and a swim speed equal to your walking speed.
Any creature that starts its turn adjacent to your or moves into melee with you takes 2d4 poison damage, unless it is a creature that does not breathe.
You gain access to a breath weapon. As an action you can breath out a 30 foot cone of acid, creatures must make a Dexterity Saving Throw (DC 8+Proficiency+Wisdom Modifier) on a failed save they take 8d6 poison damage, half as much on a successful save. Any creature that fails this save must make a secondary Constitution Saving Throw against the same DC or become poisoned for 1 minute. After using this technique you can roll a D6 at the start of your turn. On a roll of 5 or 6 you regain the use of this breath weapon.
You gain the ability to make an additional attack when using your flurry of blows class feature increasing the number of additional hits from 2 to 3 as you now lash out with your wings or tail.
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