Base Class: Monk
Monks of the way of the poison hand have learned and developed through rigorous training how to use poison to aid in their line of work. Most poison hand monks see the path they chose as a trial to overcome or atonement for previous actions and strive to protect something, be it a person, place or ideal. These monks are often rather distant socially from even their closest peers due to the fear of harming them but feel some of the strongest bonds between those they trust.
Poison hand discipline
Beginning at 3rd level when choosing this tradition, you can weaponize poison within your body to strike down your foes.
With no external factors your unarmed strikes now deal poison damage if what you use to attack in this way is not fully covered by clothing or armor. If they are then they deal bludgeoning as normal.
As an action you can consume one dosage of a poison in your possession and expend 2 ki points. When you do so you have advantage on the any saving throw the poison has you make. For the next number of unarmed striked equal to your wisdom modifier (minimum of 1) your unarmed strikes will apply the effects of said poison to the target.
Alternatively as a reaction to being affect by poison you can spend 3 ki points to gain advantage on the saving throw and cause the above ability to happen.
When you reach level 6 in this class poison damage delta by you is considered magical overcoming resistance and dealing half damage to those who are immune as your ki mystically enhances the toxins.
When you reach 10th level in this class you automatically succeed whatever saving throw the poison has you make but will still take half of whatever damage the poison would deal if it does overriding Purity Of Body's immunity.
Absorb toxins
At 6th level in this class your study with poison extends to all facets of poison including how to neutralize it.
You can as an action touch a creature suffering from the effect of a non magical poison and expend 1 ki point immediately ending the effects of said poison. If you do so both you and the creature gain temporary hit points equal to the roll of your martial arts die + your wisdom modifier (minimum 2)
Poisonous proficiencies
Beginning at 3rd level, through your time training in this tradition you have become skilled in the ways of crafting and identifying poison.
You gain proficiency in the poisoners kit and have advantage on any check made to identify a poison and to find ingredients for crafting poison.
At 7th level your proficiency bonus is doubled whenever you use your poisoners kit.
Serpents Repose
You've learned how to use your enemies blunders to your advantage by striking when they miss.
When you use the patient defense ability, whenever an enemy misses you with a melee attack within 5 feet you may spend a ki point deal poison damage to them equal to two rolls of your martial arts die.
Neurotox stimulation
Starting at 11th level, you’ve learned how to release controlled toxins into your nervous system to force movement when necessary. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction.
Additionally you may also use your stillness of mind action to end one effect causing you to be stunned or paralyzed.
Spirit toxin
Upon reaching 17th level, you’ve gained the ultimate understanding of poison. So much so that your very life force has become toxic to others.
When you hit with an unarmed strike you can spend 5 ki points to deal 10d10 poison damage that cuts through resistance and immunity dealing the rolls full damage even if the creature is immune.







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Posted Jul 21, 2022thanks
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Posted Jul 21, 2022Keep up the good work!