Monk
Base Class: Monk

Channel the Cauldron of Your Own Toxicity

Warriors of Venom pollute their internal reservoirs of power to become poison incarnate. Through years of focus and the study of poison in all its forms, these Monks learn to harness their own toxicity to impair and envenom foes. Contact with a Warrior of Venom—even the slightest touch or a single drop of blood—can be as deadly as a viper's bite.

Envenom Weapon and Potent Arsenal

At the start of your turn, you can expend 1 Ki/Focus Point to apply a toxin, produced from your own blood, to your fists or any weapon you are holding. A creature that takes damage from this feature, is subjected to 1 of the following Toxic Effects (Choose when you apply the toxin effect to a target). This Toxin remains potent on whatever you applied it to, for 1 minute or until a creature has been affected by the toxin effect.
-Slowing Toxin. Until the start of your next turn, the target’s Speed is halved; it can not take Reactions; and it can either take an Action or a Bonus Action, not both.
-Venom. The target takes Poison Damage equal to 2 rolls of your Martial Arts die.

If a creature is Immune to Poison damage, they are Resistant when hit with this effect. If they are Resistant, the Resistance is ignored.

You gain a Poisoner’s Kit, and you have proficiency with it. When creating a Basic Poison, you can do so over the course of 1 day (8 hours of work). Additionally, whenever you deal Poison damage with a Monk feature or a Monk weapon, you can change that damage type to Acid, if you wish.

 

Toxic Touch

When you hit a creature, you can expend 1 Ki/Focus Point to apply a potent toxin to them. The target makes a Constitution Saving Throw. On a failed save, the target has the Poisoned condition for 1 minute.

While Poisoned, the target is affected by one of the following effects of your choice:
Intoxicant. The target has the Charmed condition for the duration or until you or your allies deal damage to the target.
Sedative. The creature falls asleep and has the Unconscious condition for the duration. Another creature can use an action to shake it awake and remove the condition.
Truth Serum. The target can’t knowingly communicate a lie for the duration.

Toxin Control

Your body can filter poison. You gain Immunity to Poison and Acid damage.

Whenever you are subjected to Poison damage, your 'Envenom Weapon' options each deal extra Poison damage equal to one roll of your Martial Arts die, for that turn.

Injest Toxins. Whenever you ingest a poison, you regain a number of Hit Points equal to one roll of your Martial Arts die.

Toxic Blood. Enemies draw your toxic blood at their own peril. Whenever a creature hits you with a melee attack roll, the attacker takes 1d6 Poison damage. If you are Bloodied, the attacker adds Poison damage equal to one roll of your Martial Arts die, on top of the 1d6.

Toxic Annihilation

At 17th level, you gain the ability to set up lethal toxins in someone’s body. When you hit a creature with an Envenom Weapon, you can spend 3 Ki/Focus points to inject these imperceptible toxins inside their body, which last for a number of days equal to your monk level. The toxins are harmless unless you use your Action to activate them. To do so, you and the target must be on the same plane of existence only. When you use this Action, the creature must make a Constitution Saving Throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 Necrotic Damage.

You can have only one creature under the effect of this feature at a time. You can choose to disperse the toxins harmlessly, without using an Action, if you wish.

Way Of Venom Image

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