Monk
Base Class: Monk

Monks that follow the Way of the Deadly Venom embody the idiom “Fight poison with poison”. Mistrusted by most other Monastic Traditions for their unorthodox and sinister ways, they are often feared and sought after as assassins or enforcers. 

While it is known that those trained in this Tradition purposely expose themselves to the lethal toxins of venomous creatures to enhance their physical and martial abilities, outsiders may only speculate the myriad of methods by which this is achieved. Some say this is achieved by meditating in a pit of vipers. Others say disciples are made to eat live scorpions, centipedes, toads, and possibly more exotic venomous beings. Whatever the case may be, the process is long, agonizing, and fatal. However, those that were strong enough to survive the training are surely not to be trifled with. Beware to any unfortunate enough to suffer the toxic techniques of these vessels of venom.

Student of Poison

When you choose this tradition at 3rd level, your exposure to the venoms of various creatures grants you additional benefits. You have resistance to poison damage, and you have advantage to saving throws against being poisoned. Your study of the properties and effects of the various toxins inspires you to synthesize them in alchemical form, as well as gaining knowledge of the appropriate antidotes. You gain proficiency with Alchemist’s supplies, Poisoner’s kit or Herbalist supplies if you don’t already have it.

Scorpion’s Strike

Starting at 3rd level, you have learned to enhance your strikes with the poisons coursing through your body. You can use a bonus action on your turn to add an extra 1d4 damage to your unarmed strikes. You retain this benefit until the end of the current turn.

When you hit a creature with an attack using this ability, the creature must make a Constitution saving throw. On a failed save, the creature suffers one of the following effects of your choice until the end of your next turn:

  • At the start of its next turn, the creature takes 1d4 poison damage.  
  • The creature’s movement speed is reduced by 20 feet.
  • When the creature makes an attack roll, the target must roll a d4 and subtract the number rolled from the attack roll.

Cobra’s Kiss

At 6th level, you take inspiration from the defences of spitting vipers. As an action, you can spend 2 ki to make a ranged attack against a target within 30 ft. that you can see. You project venomous spit into the creature’s eyes. The creature takes an amount of poison damage equal to 1d10+ your monk level, and must make a Constitution saving throw or be blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the condition ends.

Vile Toxin

At 11th level, the toxins in your body have increased in potency. Your Scorpion’s Strike and Cobra’s Kiss abilities now do your choice of poison or necrotic damage.

Toad’s Defense

Starting at 11th level, you’ve learned to secrete toxins out of every pore of your body, forming a venomous coating. The first time each turn that a creature initiates contact with you, by starting a grapple or making a melee attack within 5 feet, they take poison or necrotic damage equal to your Wisdom modifier (minimum 1). A creature also takes this damage if it starts its turn grappling or being grappled by you.

Vessel of Venom

Starting at 17th level, you are a willing host for the creatures that impart their venom to you, and they grant you additional service in combat. You gain one of the following listed abilities of your choice:

Deathly Swarm

As an action, you open your mouth to unleash a swarm of poisonous insects on any number of creatures of your choice in a 30 foot cone. The affected creatures must make a Constitution saving throw, taking 3d6 piercing damage and an additional 1d10 poison or necrotic damage for every ki point spent (up to a maximum of 10), or half as much on a successful save.

Viper’s Embrace

You regurgitate two live venomous serpents that coil around your forearms to act as extensions of your body. When you spend 3 ki points to summon these serpents as a bonus action, your melee range increases by 5 feet and your unarmed attacks do an extra amount of poison or necrotic damage equal to your wisdom modifier. Each serpent gets a reaction that can be used to make an attack of opportunity. Other creatures provoke an opportunity attack from you when they enter your. Your serpents last for 1 minute, or until canceled by you on another bonus action.

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