Base Class: Monk
Pestilence and plague, things mortals tend to avoid when possible and take care to prevent at any cost. However, some that should have fallen to the foul diseases of the earth do not, and in their survival they find fascination. Cults of the downtrodden or vile natured swarm to monasterys devoted to the training of the body and mastery of such toxins, mixing the two into a putrid and vile form of combat. Immune and sometimes even empowered by the insidious sicknesses they willingly take on the cultists and plague monks seek to spread their corrupted word to others through, coercion or might all should bear the gift of pestilence and seek true harmony.
Toxic Traditions
Starting when you choose this tradition at 3rd level, you can use your ki to weave disease and venom out of magic, mimicing the effects of certain debilitating spells. As an action, you can spend 1 ki points to cast detect poison and disease or ray of sickness, you may also spend 2 ki points as an action to cast blindness/deafness or ray of enfeeblement. Additionally, you gain the poison spray cantrip if you don’t already know it.
Sickly Striker
At 6th level, the postules and scabs that cover your body ooze diseased brine and puss. Whenever you make a melee weapon or unarmed attack you can as a bonus action spend a number of ki points up to your proficiency bonus to deal an extra 1d4 poison damage per ki point if the attack hits. Additionally, poison damage you deal ignores resistance.
Plague Nurturer
Gain proficiency in the arcana or survival skill and in the poisoner's kit artisan tool.
Source of Pestilence
All disease and toxin comes from somewhere whether arcane or natural. Gain proficiency in either the arcana or survival skill.
Diseased Results
By 11th level, you have learned how to hone disease and poison better than any blade. Whenever you deal poison damage you can spend 2 ki points to have the attacked creature make a Constitution saving throw. If they fail they become poisoned for 1 minute. Creatures may attempt a new save at the end of each of their turns ending the effect on success. A creature poisoned in this way also gains one of the following diseases:
Blue Fever: The creature affected contracts a fever that spreads fast when moving. Whenever the creature moves they must make a Constitution saving throw or gain a level of exhaustion.
Venom Allergy: Creatures afflicted with venom allergy have their immune system compromised to further toxins. Whenever they take acid or poison damage they take an extra 1d4 necrotic damage.
Quick Curse: A creature that contracts quick curse loses the ability to discern friend and foe as they are possessed with the urge to feed others their contagion. At the start of their turn they must succeed on a Wisdom saving throw or they spend their turn moving towards the closest creature and makes an unarmed attack against them, on a hit the creature must make a Constitution saving throw or also contract the disease and become poisoned, a creature that cannot reach another will take the dash action. On a success they may act normally for that turn.
Plague Monk
At 17th level, you learn how to repurpose the toxins in others. You gain the following abilities:
Plague Monk Consumption: As a reaction whenever a creature becomes poisoned within 10 feet of you you can instead absorb the effect, when you do so gain a number of temporary hit points equal to your monk level + Wisdom modifier. This feature can be used a number of times equal to your proficiency bonus and you regain all uses upon a long rest.
Plague Monk Vindication: Whenever you attack a creature that is poisoned or has a disease you can spend 2 ki points as a bonus action to gain advantage on the attack.
Additionally poison damage you deal still deals half damage to creatures immune to poison damage.
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