Monk
Base Class: Monk

Monks of The Serpent study the fluid movements and quick strikes of a snake in order to improve their form in martial arts. Through emulating the powerful serpents of the world, these monks push the limits of their physical abilities well beyond the norm.

Cobra Fang Technique

Starting when you choose this tradition at 3rd level, your Ki is imbued with the deadly venom of a serpent.

You can spend 1 Ki point whenever you hit an enemy with an unarmed attack to deal additional acid damage equal to your Martial Arts die.

Serpentine Strike

Starting at 3rd level, you have learned to strike with the speed and precision of a serpent. Your first attack each turn has an extra bonus to hit equal to your Proficiency bonus.

Coiled Strikes

At 6th level, you learn to ready your body to spring into action while in a defensive state. You have advantage on all opportunity attacks, and your opportunity attacks deal an additional 1d8 acid damage.

Lunging Strike

Starting at 6th level, you can throw yourself at an enemy with the ferocity of a lunging snake. Once per turn, when you roll for a melee attack, you may increase your melee attack range by 15 feet for that attack. When you make a successful melee attack with this increased range, you move to an unoccupied space next to your target (within 5 feet).

If no space is available within 5 feet of the target, you move to the next closest space possible. Moving this way does not use up your normal movement speed. This movement is a lunge, and therefore does not activate ground traps/hazards as you move. 

Shed Skin

Beginning at 11th level, you are able to slough off negative effects much like a snake can shed their skin to begin anew. If you would require a long rest to recover from an adverse effect (such as exhaustion), you instead only require a short rest.

Hardened Scales

Beginning at 11th level, you can toughen your skin to be like that of the scales of a serpent. As an action, you may spend any number of Ki points to raise your AC by the amount of Ki points spent this way for 1 minutes.

Basilisk

At 17th level, you gain the great power of the mythical Basilisk. As an action, by spending 4 Ki points, you can force a target that you can see, and that sees you, to make a Constitution saving throw against your Ki save DC +2. On a failed save, the target becomes petrified for 1 hour.

The condition can be ended early if the effected creature(s) have either greater restoration or heal cast on them.  On a successful save, the target's movement speed is halved, and they fall prone. You ignore any resistances a petrified target may have to your damage. In addition, your unarmed melee attacks deal an extra 1d8 acid damage to petrified targets.

Previous Versions

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11/16/2021 10:05:07 PM
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