Base Class: Monk
Monks have practiced martial arts as a means of expression through the body. Those that have gone the path of the snake practice with magic to make themselves a living weapon. Venom runs through your body as a snake does, and your strikes are just as dangerous as the predator you learn from. With poison just at your fingertips, you will not need a sword to inflict pain.
Poison Hands
Training your body to withstand poison has made you strong enough to hold your very own venom. You can release poison with just your fingers making contact with your enemies, each unarmed strike can deal 1d4 extra poison damage. If both unarmed attacks from Flurry of Blows hits, then the creature now has the poisoned condition for 1 minute unless the creature has immunity to poison or until cured.
Poisoned condition: Creature has disadvantage on skill checks and attack rolls to hit.
Additionally, you gain proficiency in alchemist's supplies and poisoner's kit.
Toxic Knowledge
Along with your training, you have spent countless nights and days studying poison from all sources to create your own ultimate toxin. You can spend an action to sense for any poisonous or venomous creature is around you along with plants that may be poisonous. You can also spend a Ki Point to end the poisoned condition effect on an ally or yourself by touching. After removing the poisoned condition, the target receives temporary HP equal to your WIS modifier + Proficiency bonus. Additionally, unarmed strikes ignore resistance to poison but not immunity.
Poison Hands Improved.
Your toxin only grows more deadly as you perfect it. Your unarmed attacks now deal 1d6 poison damage. This damage ignores resistance to poison and immune creatures are now considered resistant and can suffer from the poisoned condition to your poisonous strikes.
Additionally, you can create effects with your poison. By spending 2 Ki points, you can choose 1 of the following effects when you roll damage from an attack.
-The creature's movement is cut down by 15 feet until the end of its next turn
-The creature is knocked prone until the end of its next turn
-The creature is pushed 10 feet away from you
-The creature is vulnerable to one damage type until the end of its next turn
Siphoning strikes
When you cause a poisonous effect, you can spend 2 Ki points to make up to 2 effects instead of 1. Additionally, you can steal life from those with your poisoned condition. Once per turn, you may gain temporary life points equal to the poison damage you have dealt on your current turn + WIS Modifier. You can do this 3 times per long rest.
Comments