Base Class: Monk
One of the insectoid styles of monk disciplines, monks of this path aim to replicate the aggressive, intimidating nature of the wasp with venomous stings and swarming behaviour.
Stinger
At 3rd level, you learn to replicate a wasp's distinctive sting.
Your melee attacks deal additional poison damage equal to 1 roll of your martial arts die. If you spend 2 Ki points, you may deal maximum poison damage with your melee attacks until the start of your next turn.
Additionally, if a creature has resistance to poison damage, you may spend 1 Ki point to force them to make a Constitution saving throw. On a failed save, the poison damage caused by this feature ignores their resistance.
Swarm
Also at 3rd level, your embodying of a wasp allows you gain benefits from swarming opponents with your allies.
You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Flight
By 6th level, you have learned to use Ki to replicate the wings of a wasp.
When you take your Step of The Wind bonus action, you gain a flying speed equal to your walking speed until the end of your turn.
Additionally, as bonus action, you may spend 1 Ki point to gain a flying speed equal to your walking speed for 1 minute. The duration of this flying speed increases to 1 hour at 11th level, and becomes unlimited at 17th level.
Aposematism
Also by 6th level, you have learned to manipulate the flow of Ki through your body in order to passively emit an aura of threat and intimidation, replicating a wasp's aposematism.
You gain a bonus to Intimidation checks equal to your Wisdom modifier. Additionally, whenever you make an Intimidation check, you may spend 1 Ki point to reroll the die. You can repeat this as many times as you like, even on the same roll, as long as you have the Ki points to spend.
Intimidating Presence
By 11th level, you have learned to emulate a wasp's intimidating presence.
As an action, any number of creatures of your choice within 60 feet of you must succeed on a Wisdom saving throw or become Frightened of you for 1 minute. A creature that succeeds on its saving throw is immune to this effect for 24 hours.
You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses on a long rest.
Hive Queen
By 17th level, you have learned to emulate the queen of the hive and summon other wasps to your aid.
As a bonus action, you may spend 1 Ki point to summon a swarm of wasps in an unoccupied space within 10 feet of you. This swarm uses the Swarm of Insects stat block, except that its Bite attack deals an additional 10 (4d4) poison damage, or 5 (2d4) poison damage when it has half its hit points or fewer.
You may have multiple swarms summoned at any time and can telepathically command any number of them on your turn, no action required. The swarms act on your turn as you command them. If you are unconscious or otherwise unable to issue them commands, the swarms simply defend you and your allies.
Summoned swarms remain for 1 hour, and can telepathically transmit visual and auditory information back to you as long as you are on the same plane of existence.
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