Monk
Base Class: Monk

Monks of the Way of the Serpent study the diverse Serpents of the world to better understand how to become the greatest predators of all. Utilizing the natural talents of the snakes, they learn to blend into their surroundings, to poison their enemies, to strike quickly, and to see their surroundings with greater clarity.

Strikes of the Serpent

Starting at 3rd level you learn the following techniques:

Venomous Strikes. When you hit a target with an unarmed Strike, you can expend one ki point, as a bonus action, to inflict poison damage on the target and attempt to poison them. The target must make a constitution saving throw, taking 2d6 poison damage and becoming poisoned for 1 minute on a failed save. On a successful save the target takes half damage and does not become poisoned.

The poison damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 17th level

Natural Camouflage. Learning from serpents that blend into their surroundings, as a bonus action, you can expend 1 ki point to gain advantage on a stealth check.

Spitting Cobra. Mimicking the tactics of the poisonous serpents, you can cast the Poison Spray cantrip, Wisdom is your ability modifier for this spell.

Sinuous Serpent

At 6th level, your attunement to the serpents is such that you have learned to emulate the constrictor snake giving you advantage on all Grapple checks. Additionally, if you are not already proficient with the Athletics skill, you become so.

Serpent Strikes

At 11th level you learn the techniques of the striking serpents:

Coiled Strike. As an action, you can expend 2 ki points and make a standing leap attack at a target within range. Your range for this attack is one half your jump distance, minimum of 5ft. On a missed attack you land in the space nearest you to the target inflicting no damage. On a hit, the target takes normal damage, and is knocked prone.

Constricting Strike. As a bonus action, after you hit an opponent with an unarmed strike, you can expend 2 ki points to transform one of your arms into a constricting snake and attempt to grapple your opponent. On success your opponent is grappled about the neck and takes 1d6 bludgeoning damage. On each successive turn, so long as the opponent has not broken the grapple, the opponent will take 1d6 bludgeoning damage at the end of their turn.

Magma Spit. Touching the elemental plane of fire, and drawing its power into your core, you expend 3 ki points to make a ranged attack against a target, spewing forth a glob of molten stone. The target must make a Dexterity Saving throw. On a failed save the target takes 2d8 fire damage, and any metal weapon or armor they are wielding or wearing becomes heated. If the target does not drop their weapon, or remove their armor, or someone cool them, they continue to take 1d8 fire damage at the end of each of their turns. On a successful save the target takes half damage and the metal weapon and/or armor is not heated.

Senses of the Great Viper

At 17th level, you have become one with the serpents. You gain blindslight to a distance of 30ft.

Comments

Posts Quoted:
Reply
Clear All Quotes