Monk
Base Class: Monk

This discipline initially started off as an offshoot of a different sect. This cult exclusively takes in women and girls. They are being taught the way of herbalism, both treating diseases and poisoning their enemies. The disciplines often keep small snakes, spiders, frogs and toads as pets, and plant poisonous plants. These women are equally beautiful as they are deadly.

Poisoners Art

At third level, your training gives you proficiency in Poisoner’s tools and either Herbalism kit or Alchemist’s supplies. Your prolonged exposure to poisons gives you resistance to poison damage

Venomous Touch

The cult of the 5 Venoms taught you how to subtly administer poisons during attacks. If you hit someone with an Unarmed Strike, you can spend 1 Ki Point to apply extra poison damage. The amount of poison damage is listed below. If your target takes that poison damage, it must also make a Constitution Saving Throw or be poisoned for an amount of minutes of half your Monk level, rounded down.

Extra poison damage

Level

Dice

3

1d4

6

2d4

9

3d4

12

4d4

15

5d4

18

6d4

Bug Missile

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Scorpion Sting

Beginning at 11th level, you know how to be more efficient at working with poisons. When you score a critical hit, you deal one more die worth of damage. You can choose whether it is your Martial Arts damage or Venomous Touch Damage. Additionally, you have Advantage on attack rolls against poisoned opponents.
On an action, you can spend 2 ki points and touch an ally and cure them from their poisoned condition. If they aren't poisoned, you heal them for 2d10 hit points, and ward them agianst the poisoned condition for 1 hour. 

Serpents Grace

At 17th level, you score critical hits on both a natural 19 and 20. Additionally, you make any checks to escape grappled condition with advantage

Poison Jar

At 17th level, you’ve managed to create an extremely potent poison, mixing the venoms of varying toads, snakes, centipedes, and spiders. During a long rest, you can create one dosage of this nasty substance, and an antidote over a short rest. This poison must be ingested in order to take effect. When ingested, the target must make a Constitution Saving Throw. On a failed save, The target start to slowly and painfully die on the inside, becoming incapacitated and poisoned and falling to 0 Hit Points over the course of 1d10 days, unless they get the antidote. On a success, the target becomes poisoned and takes 1d12 damage every day for 10 days, and has its maximum hit points reduced by that number. Resistance to poison damage will not save your target, and Immunity is counted as if they are resistant to it. Only the antidote can fix the Max HP reduction. You have advantage on the saving throw of your own poison, and the poison damage is halved.

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