Monk
Base Class: Monk

Monks of the Way of the Viper practice on the ways of the Serpent. Using the Viper Stance, these monks use their techniques reactively instead of proactively, analyzing the battlefield and patiently waiting for their chance to strike.

Monks who follow the Ways of the Viper are experts at finding and capitalizing on the opponents weak spots, have great awareness of their surroundings and are able to deftly maneuver around and cripple their opponent. Some Viper Monks are also adept at protecting their companions, using their great awareness and analytic prowess to reinforce their companions while avoiding their enemies.

 

Techniques(see Viper Technique)

Viper Strike
After a creature performs a melee attack against you.
You can use a reaction to perform an unarmed strike against that creature.
You can spend 1 ki point to deal extra poison damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Priemtive Strike
Before a creature performs an attack against you.
You can spend 1 ki point and use a reaction to perform an unarmed strike or monk weapon attack against that creature.

Tail Trip
After a creature leaves your melee attack range.
You can use a reaction and spend 1 ki point to perform an unarmed strike against that creature. On a hit the creature must succeed on a Dexterity Saving Throw or be knocked prone.

Tail Whip
If there are 2 or more enemy creatures within melee attack range.
You can use a reaction and spend 2 ki points to perform an unarmed strike against every creature of you choice within melee range.

Rattle Step
If a creature you can see is withing 30ft.
You can use a reaction to move as close as possible to the creature. You can spend 1 ki point to ignore attacks of opportunity and difficult terrain.

Sand Flick
When a creatures enters your melee attack range.
You can use a reaction and spend 1 ki point to make the creature succeed on a Constitution Saving Throw or be blinded until the start of next turn.

Slithering Stance
When a creature performs an attack against you.
You can use a reaction to impose disadvantage on that attack. You can spend 1 ki point to impose disadvantage on all attacks against you this turn instead.

Pendulum Sway
When a friendly creature is attacked by a creature within your melee attack range.
You can use a reaction to direct the attack towards you. You can spend 1 ki point to impose disadvantage on the attack.

Constricting Blow
Prerequisite: 6th Level
After a creature leaves your melee attack range.
You can use a reaction and spend 1 ki point to perform an unarmed strike against that creature. On a hit the creature must succeed on a Strength Saving Throw or be restrained until the start of your next turn or if you move 5ft away from the target. If the creature is one or more sizes bigger than you it rolls the saving throw with advantage.

Deflecting Swat
Prerequisite: 6th Level
When a creature hits you with a melee attack.
You can use a reaction and spend 2 ki points to reduce the damage dealt equal to one roll of your Martial Arts die + your Wisdom modifier + half your monk levels and deal force damage to the attacking creature equal to the damage reduced.

Shed Skin
Prerequisite: 6th Level
When you take acid, cold, fire, lightning, or thunder damage.
You can use a reaction and spend 1 ki point to halve the damage against you.
You can spend an additional ki point to infuse your next melee attack to deal extra damage of the triggered type equal to one roll of your Martial Arts die + your Wisdom modifier.

Pouncing Kick
Prerequisite: 11th Level
If a creature you can see is withing 20ft.
You can use your reaction and spend 1 ki point to jump to a space adjacent to the creature and perform an unarmed strike against that creature.
On a hit, you can spend an additional ki point to deal extra bludgeoning damage equal to one roll of your Martial Arts die + your Wisdom modifier.

Protective Rush
Prerequisite: 11th Level
When a friendly creature within your movement ranged is attacked.
You can use a reaction to move to a space adjacent to that creature ignoring attacks of opportunity and difficult terrain. You can spend 1 ki point to impose disadvantage on that attack.

Coiling Stance
Prerequisite: 11th Level
When creature hits you with an attack.
You can use a reaction and spend 1 ki point to increase your AC by 5 until your the start of your next turn or reaction. While in Coiling Stance you cannot be moved against your will.

Explosive Fang
Prerequisite: 17th Level
If a creature is within your melee attack range.
You can use a reaction and spend 3 ki points to perform an unarmed strike against that creature. The attack deals extra force damage equal to two rolls of your Martial Arts die + your Wisdom modifier.
On a hit, the target is pushed 20ft back and must succeed a Constitution saving throw or be incapacitated until the start of your next turn.
While the creature is pushed back, if it hits an obstacle bigger than itself such as a wall, it takes an additional 1d10 force damage and rolls the saving throw with disadvantage.

Snake Barrage
Prerequisite: 17th Level
If one or more creatures are within your melee attack range.
You can use a reaction and spend 2 ki points to perform two unarmed strikes against one or two creatures, both strikes can be done on the same creature. These attacks deal extra poison damage equal to one roll of your martial arts die. On a hit the target must succeed a Constitution saving throw or be poisoned until the start of your next turn.

Stabilizing Bite
Prerequisite: 17th Level
When a friendly creature within your movement ranged is dropped to 0 hit points.
You can use a reaction to move to a space adjacent to that creature ignoring attacks of opportunity and difficult terrain and stabilize it.
You can spend 2 ki points to touch the creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.'

 

 

 

 

Serpentine Awareness

Starting at 3rd level, your training on the Ways of the Viper can given you extrordinary awareness. You gain proficiency in the Perception skill. If are already proficient, your proficiency bonus is doubled for that skill.

Viper Stance

Starting at 3rd level, you adopt the Viper Stance during combat, waiting for your chance to act. You gain an additional reaction, which can only be used on Viper Techniques.

You gain additional reactions at levels 10 and 20.

Viper Technique

Starting at 3rd level, you learn techniques to use during the battle.

Techniques. You learn the Viper Strike, Rattle Step and two additional techniques of your choice (see above). These techniques are used reactively to events that happen during battle. You can use each technique once per turn. You learn two additional techniques of your choice at 6th, 11th, and 17th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Wisdom modifier

Size Up

Starting at 6th level, your experience in battle has allowed you analyze an enemy to find it's weakness.

You can use your reaction to analyze a creature you can see. When you do so, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

You can only use this ability once per short rest unless you spend 1 ki point to reuse it.

Stretch Limbs

Starting at level 6. You are able to stretch your limbs to unnatural lengths.

Your melee reach is increased by 5ft. At level 15, your melee reach is increased by an additional 5ft.

Eyes of the Serpent

Starting at 11th level, your mastery over the Ways of the Viper has altered your perception.

Gain 30ft Blindsight. You can spend 1 ki point to increase the range to 60ft for 10 minutes.

Expose Weakness

Starting at 17th level, your mastery of this hightened perception has given you the ability to find an enemies weakpoints through ki manipulation.

You can use your reaction and spend 3 ki points to detect weak spots on a creature you can see. For 1 minute, the creature is vulnerable to all unresisted damage you deal to it and all resisted damage you would deal to it becomes unresisted.

You can only use this ability once per long rest.

Previous Versions

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