Base Class: Monk
One of the Five Animals of martial arts, the Serpent’s Fang style focuses on the utilisation of one’s own ki to manipulate another’s ki, usually to poison them and damage them from the inside out. While many martial practices focus on the physical strength and force, using their ki to enhance their abilities, those who study the Serpent’s Fang use their bodies as conduits for their ki. Taking a fluid stance, the sway that emulates a snake’s movement, the Serpent’s Fang easily dodges the attack and spins around for a savage strike. Not only do they train their bodies, a powerful monk must also train their mind. Serpent’s Fangs must have great knowledge of pressure points, of armor and its weaknesses, and how to take advantage of all of these facts. Most Serpent’s Fangs prefer to not use weapons, preferring their fierce and piercing hand techniques.
Way of the Serpent’s Fang features
|
Monk Level |
Feature |
|
3rd |
Fang Strike, Serpentine Movement |
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6th |
Piercing Fangs |
|
11th |
Toxic Strikes |
|
17th |
Serpent Sway |
Fang Strike
Starting at 3rd level, you gain the ability to imbue your strikes with your toxic ki. When you hit a creature with an unarmed strike, you can spend 1 ki point to force the target to make a Constitution saving throw. On a failure, the target takes additional poison damage equal to your Martial Arts die.
Serpentine Movement
From 3rd level, your body has become such that you can easily slip through grasps and even small areas. You can move through small passages as easily as if you were one size smaller. Additionally, as an action, if you are grappled or restrained, you can spend 2 ki points to immediately escape from the bindings.
Piercing Fangs
Starting at 6th level, your strikes are able to pierce into your targets, briefly immobilizing them and allowing you to follow up with greater efficacy. When you hit a target with an unarmed attack, your subsequent unarmed attacks against the same target gain +1 to hit. This bonus stacks with itself, up to your proficiency bonus, and resets at the end of your turn.
Toxic Strikes
From 11th level, your unarmed attacks deal additional poison damage equal to your wisdom modifier.
Additionally, when you deal poison damage to a creature, the creature has disadvantage on its next attack or saving throw.
Serpent Sway
Starting at 17th level, when you enter your dodge stance, you begin to sway in a way that allows you to quickly take advantage in any drop of your opponents guard. Until the start of your next turn after using the Dodge action, when a creature misses you with a melee attack, you can use your reaction to spend 1 ki point and immediately make an unarmed attack on the target.
Previous Versions
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7/8/2019 2:08:33 AM
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8/3/2019 12:49:56 PM
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140
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Coming Soon
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Posted Jul 6, 2020I think either do that or give the 6th level skill the ability to ignore resistance to poison damage dealt by your attacks and the poisons you make. At 17th level give an additional feature that turns poison immunity to resistance like you said. The unearthed arcana for pyromancer does the same thing with their fire damage.
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Posted Jul 5, 2020Mmm, that's a good point that I hadn't considered. In my head, the poison damage was just a little bonus, but in execution its become a very integral part of the class.
I'm thinking adding in a "when you deal poison damage, you can spend x ki point(s) to ignore resistances, or treat immunity as resistance" kind of thing, but I'm unsure what level that should be given at (most likely 6th or 11th but I don't want to overcharge any abilities).
If you have any thoughts on that or suggestions, I'd love to hear them.
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Posted Jul 3, 2020I really like this but my only problem with it is it has no way to counter resistance or immunity even though poison is a very common resistance.