Base Class: Monk
In the distant land of Kuseffa Athulan, monks that choose the Way of the Venomous Strike seek to emulate the quick and devastating strikes of the serpent. The followers of this monastic tradition emphasize the importance of precise strikes, stealth, and cunning. Like their revered serpents, a monk of the Way of the Venomous Strike never chooses combat as their first option. But if deception, trickery, and persuasion fail, these monks remember a singular mantra --- "If you must strike, strike true."
Venomous Strikes
When you choose this tradition at 3rd level, you learn to channel your ki into a crippling poisonous energy. On your turn, you can spend 2 ki points as a bonus action to activate your venomous strikes. On a hit, a venomous strike does an extra 1d4 poison damage. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Serpent's Cunning
At 3rd level, you become a master of cunning deception. As an action, you can expend 2 ki points to cast the spells Disguise Self, Charm Person, and Pass without Trace without material components. Additionally, you gain proficiency in the Deception skill. If you are already proficient, you instead gain expertise.
Paralyzing Gaze
At 6th level, you gain the ability to strike fear into the hearts of your enemies and paralyze with a single look. Choose a target you can see within 30 ft. As a bonus action, you can expel 1 ki point to force them to make a Wisdom saving throw. If they fail, they become paralyzed by your piercing gaze for 1 round.
At 11th level, you may target up to three creatures with this ability.
Form of the Cobra
Starting at 11th level, you gain the ability to augment your own body with serpent-like features. The transformation lasts for 1 minute. When you activate this feature, choose one of the following benefits:
- Fangs of the Serpent. You gain a bite attack that does than additional poison damage equal to 1d10 + your Wisdom modifier + your monk level on a hit. Additionally, the target must make a Wisdom saving throw or be paralyzed by your venom for 1d4 rounds.
- Hood of the Serpent. When this feature is active, you take on a terrifying cobra-like visage. You gain advantage on Intimidation rolls and enemies within 30 ft of you must make a Wisdom saving throw or be frightened for 1d4 rounds.
- Grace of the Serpent. Your legs become a powerful serpent's tail. So long as this feature is active, your movement speed is doubled, you cannot be knocked prone, and you gain advantage on Dexterity saving throws.
Activating the Form of the Cobra is a bonus action, and you cannot use this feature again until you complete a long rest.
Serpentine Transformation
At 17th level, you can transform your physical body into that of a giant serpent. As an action you activate the form and gain the following benefits for 1 minute:
- You have resistance to all damage.
- You gain a bite attack that does poison damage equal to 1d10 + your wisdom modifier + your monk level. On a hit, targets must make a Constitution saving throw or become Poisoned for 1d6 rounds.
- You ignore difficult terrain.
- You may choose to petrify targets with your Paralyzing Gaze for 1d4 rounds instead of paralyzing them.
You cannot use this feature again until you complete a long rest
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