Base Class: Monk
Monks of the Way of the Cobra are infamous across the globe as deadly assassins and spies. They painstakingly infuse their bodies with exotic and deadly toxins, which not only grant these monks resistances to poisons, but also the ability to harness them and enhance their effects by using their ki.
Cobra Strike Technique
Starting when you choose this tradition at 3rd level. Whenever you hit with one of your Flurry of Blows attacks, you can impose one of the following effects on that target: fall prone if the attack lands it takes an extra 1d8 poison damage. Or it can't take reaction until the end of your next turn.
Festering Blood
At 6th level. The vile mixture of deadly toxins that saturate your body have granted you resistance to poison damage and immunity to the poisoned condition. Furthermore, you may spend 4 ki points to allow your poisoned attacks to overcome a creatures resistances and immunities. This effect lasts for 1 hour. You also gain proficiency with poisoner’s kits.
Noxious Breath
Beginning at 11th level, you can spew forth noxious gas in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much on a successful one. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
This ability may be used a number of times equal to your proficiency bonus, replenishing uses on a long rest.
Serpent’s Kiss
At 17th level, you gain the ability to infuse your Cobra Strikes with any poison that you ingest. As a bonus action you may spend 2 ki points and drink one dose of a poison, for the duration of 1 minute you may apply that poisons effects anytime you successfully poison your opponent using Cobra Strike. Below is a list of poisons that may be used in this technique, keep in mind that these poisons must be acquired either via purchase, harvesting or synthesis using a poisoners kit.
Cobra Strike Technique
Starting when you choose this tradition at 3rd level, you can manipulate channel your ki to attack infuse your blow with the poison that flows through your veins. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Constitution saving throw or be poisoned.
- Your unarmed attack deals an extra 1d8 poison damage.
- It can’t take reactions until the end of your next turn.
Festering Blood
At 6th level. The vile mixture of deadly toxins that saturate your body have granted you resistance to poison damage and immunity to the poisoned condition. Furthermore, you may spend 4 ki points to allow your poisoned attacks to overcome a creatures resistances and immunities. This effect lasts for 1 hour. You also gain proficiency with poisoner’s kits.
Noxious Breath
Beginning at 11th level, you can spew forth noxious gas in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 12d6 poison damage on a failed save, or half as much on a successful one. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
This ability may be used a number of times equal to your proficiency bonus, replenishing uses on a long rest.
Serpent’s Kiss
At 17th level, you gain the ability to infuse your Cobra Strikes with any poison that you ingest. As a bonus action you may spend 2 ki points and drink one dose of a poison, for the duration of 1 minute you may apply that poisons effects anytime you successfully poison your opponent using Cobra Strike. Below is a list of poisons that may be used in this technique, keep in mind that these poisons must be acquired either via purchase, harvesting or synthesis using a poisoners kit.
Assassin’s Blood (Ingested): A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Burnt Othur Fumes (Inhaled): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Crawler Mucus (Contact): This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Drow Poison (Injury): This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Essence of Ether (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice (Inhaled): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Midnight Tears (Ingested): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of Taggit (Contact): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Purple Worm Poison (Injury): This poison must be harvested from a dead or incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom (Injury): This poison must be harvested from a dead or incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Torpor (Ingested): A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Truth Serum (Ingested): A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Wyvern Poison (Injury): This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.






