Monk
Base Class: Monk

Created and perfected by the Yuan-Ti, this form of martial artistry is designed to emulate the speed, tenacity, and patience of a coiled snake ready to strike. Although the Abomination Yuan-Ti can take full advantage of this style, those who are diligent and attentive can learn it equally well. Serpent Masters will patiently wait to attack before twisting and whirling in a barrage of attacks faster than the eye can see. A character that is trained in this tradition usually have some kind of tie to the Yuan-Ti or similarly reptilian ancestry.

Venomous Soul

Starting when you choose this tradition at 3rd level, you become closer to your reptilian ancestry. You gain resistance to Poison and Acid damage, and can choose to have your unarmed strikes deal Poison or Acid damage instead of Bludgeoning damage.

In addition, if you hit a creature with an unarmed strike, you can expend 1 ki point to inflict additional Poison or Acid damage (your choice) equal to your Monk level.

Serpent Stance

At 6th level, when you go into Patient Defense, you can enter one of the following stances:

  • Striking Cobra. If a creature hits you with a melee attack while in Patient Defense, you can use your reaction to immediately make an unarmed strike against the attacker with advantage.
  • Rolling Python. Friendly creatures within 5ft also gain the benefits of patient defense as you twist and block to protect your allies.
  • Twisting Viper. You gain +1 Armor Class for the duration of Patient Defense and creatures have disadvantage when attempting to grapple, restrain, or shove you.

Fluid Body

Beginning at 11th level, your joints are loose and can be unhinged at will. You can use a bonus action to unhinge your joints, increasing your reach with unarmed strikes and monk weapons by 5ft for 30 seconds. Additionally, you can fit into and move at full speed in places 1/4 your normal size.

Spirit Cloud

At 17th level, your body is one with your snake heritage and you gain the ability to convert your ki into a soul-devouring miasmic cloud. As an action, you can spend 5 Ki points to begin breathing a foul, acrid cloud of poisonous gas that surrounds you in a 10ft by 10ft radius. The miasma lasts for 1 minute or until you dispel it with a free action and it moves with you for the duration.

Any creature that starts their turn inside the miasma must succeed on either a Constitution or Charisma saving throw (your choice) equal to your Ki save. On a failed save, the target takes 2d10 Poison damage and becomes Poisoned for 3 turns. If a creature succeeds on this saving throw they become immune to it for 24 hours. You may only use this feature once per long rest.

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