Base Class: Monk
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
At the start of your turn, you can expend 1 Focus Point to apply a toxin produced from your blood to one Monk weapon that you’re holding. A creature that takes damage from the weapon is subjected to one of the following toxin effects (choose when you apply the toxin):
Slowing Toxin. Until the start of your next turn, the target’s Speed is halved; it can’t take Reactions; and it can take either an action or a Bonus Action on its turn, not both.
Venom. The target takes Poison damage equal to two rolls of your Martial Arts die.
The toxin retains potency for 1 minute or until a creature takes damage from the weapon.
Potent Arsenal
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.
Toxic Touch
As a Magic action, you can expend 1 Focus Point to apply a potent toxin to a creature you touch. 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 Refiner
Your body can filter poison. You gain Immunity to Poison 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, and you can’t gain this benefit again until the end of your next turn. In addition, whenever you ingest a poison, you regain a number of Hit Points equal to one roll of your Martial Arts die.
Toxic Blood
Whenever a creature hits you with a melee attack roll, the attacker takes 1d6 Poison damage. If you are Bloodied, the attacker instead takes Poison damage equal to one roll of your Martial Arts die.
Hallucinogenic Breath
When you take the Attack action on your turn, you can expend 2 Focus Points and replace one of your attacks with an exhalation of hallucinogenic vapors at one creature you can see within 30 feet. The target must make a Constitution saving throw. On a failed save, the target takes Poison damage equal to three rolls of your Martial Arts die and has the Frightened condition for 1 minute or until the target takes damage. While Frightened, the target takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. On a successful save, a creature takes half as much damage only.
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Posted Apr 29, 2026This is great as a basic structure, but you'll need to actually assign some of the feats to actions/bonus actions/reactions for them to show up properly on the character sheet. Additionally, for the feature descriptions to show up in-sheet (without having to click on the feature name), you need to add both the "Description" and "Short Description" for each features (usually the same text). Great work getting it posted so quick, though! I've already used it to create a character!
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Posted Apr 26, 2026I couldn't wait for the new UA monk to get added officially so I've recreated it as a Homebrew option.
This is the first time I've published a subclass so I'm still testing some formatting. Please forgive me.