Monk
Base Class: Monk

Way of the Poisoned Spirit

Toxic Channeling

At 3rd Level, your Grung nature allows you to convert your natural poison into a healing substance. As a bonus action, you can spend 1 ki point to change your poison into a medicinal toxin. When you touch a creature, you can either heal them for 1d6 + your Wisdom modifier or remove the poisoned condition from them. The healing die increases to 1d8 at 6th level, 1d10 at 11th level, and 1d12 at 17th level.

Weapon Affinity

at 3rd Level, through training, you've adapted certain weapons into extensions of your martial arts, imitating the graceful strikes and leaps of amphibians. Choose two monk weapons to specialize in. You gain +2 to attack rolls with these weapons, and they gain the Finesse property when wielded by you. Additionally, you can treat these weapons as if they are magical for overcoming resistance and immunity to nonmagical attacks and damage.

Venomous Vitality

at 6th Level, you can refine your poison to support your allies or hinder enemies. As an action, you can spend 2 ki points to enhance your toxic energy in one of the following ways:

  • Venomous Balm: Create a restorative toxin, healing a creature you touch for 2d8 + your Wisdom modifier and removing one condition of your choice (poisoned, blinded, deafened, paralyzed, or stunned).
  • Envenomed Strike: Imbue your chosen weapon with poison for 1 minute, dealing an additional 1d6 poison damage on each hit. At 11th level, this increases to 1d8 poison damage.

Croak of Defiance

at 11th Level, drawing on the Kulipari's legacy, you unleash a battle croak to inspire fear or bolster resolve. As an action, you can spend 3 ki points to issue a powerful croak. All creatures of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or become frightened until the end of your next turn. Allies within range gain temporary hit points equal to your Monk level.

Master of Amphibious Fury

at 17th Level, you've perfected the art of wielding poison both as a weapon and a balm. When you deal poison damage with a melee weapon, you can choose to heal yourself or an ally within 10 feet for half the poison damage dealt. Additionally, once per long rest, you can cast Heroes’ Feast as a ritual by using natural ingredients and a drop of your own poison, creating a powerful, toxin-enhanced meal.

Previous Versions

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11/9/2024 5:05:45 AM
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