Monk
Base Class: Monk

There are many clans who practice martial arts on the continent of Lon-Gi. None however are more recognized nor more infamous than the Five Poisons Sect. A household name within the field of medicine, The Five Poisons Sect is a clan of physicians who freely share their medical knowledge for all who wish to learn. Those who study under them are said to be the best doctors on the continent. But there exists a dark rumor regarding the clan of philanthropic intent. A rumor of a secret order of assassins trained by the very masters who share their knowledge of medicine. To the public eye, the Five Poisons Sect is a clan with a school built where they share their knowledge. But for those whom the masters deem worthy, they are selected and trained to become members of the clan's shadow corps as monks of the Five Venoms. 

The Five Poisons Sect is a clan comprised of physicians, sorcerers, and assassins who have combined their extensive medical knowledge, mystic arts, and assassination techniques. This melting pot of knowledge has been cultivated over many generations into five martial arts styles and the creation of a powerful poison elemental unique to the clan known as a Gu Spirit. Monks of the Five Poisons Sect are capable of delivering a number of debilitating effects through the use of poisons and ki techniques to weaken their prey before delivering the finishing blow. 

Poisoner Training

Beginning at 3rd level, you gain proficiency in the Medicine skill, are granted a modified version of the Poisoner feat and gain the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action. 
  • You gain proficiency with the Poisoner's Kit. Once per long rest you can prepare a number of doses of potent poison equal to your proficiency bonus or half as many (Rounded down. Minimum of 1) on a short rest. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Five Venoms

Beginning at 3rd level, when choosing this tradition you must decide which combat style you wish to study under. 

Centipede Style

Striking swiftly and relentlessly as if you had a hundred arms and legs. The Centipede style allows you to spend 1 additional ki point, after you've performed a Flurry of Blows to perform an additional Flurry of Blows.

Scorpion Style

Recognized for its swift and powerful kicks that act as the scorpion's tail. The Scorpion style allows you to spend 1 ki point as an Attack action to deliver a punishing kick that deals your Martial Arts die + Dexterity Modifier damage. The target must then make a Constitution saving throw or become paralyzed until the end of your next turn.

Snake Style

You learn to attack with pin-point accuracy, striking when and where your enemy is most vulnerable. You can spend 1 ki point when a melee weapon attack misses you to make a melee weapon attack against the creature that attacked you.

Spider Style

Attacking from odd angles and a master of acrobatics. The Spider style gives you the ability to spend 1 ki point to gain the effects of the Spider Climb spell. In addition, if you are on a vertical surface or ceiling you have advantage on Attack rolls. 

Toad Style

A primarily defensive style, your ki improves your ability to withstand damage. You gain +1 to your Armor Class when you choose this style. The Toad style gives you the ability to spend 1 ki point as a reaction to reduce the damage you take by a number equal to a roll of your Martial Arts die + Constitution Modifier + Proficiency Bonus.

Toxic Ki Transference

At 6th level, you’ve learned to inject your ki into your target, weakening them before you finish them off. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt to poison them. The target must succeed on a Constitution saving throw or be poisoned till the end of your next turn.

Five Venoms Style Improvements

At 6th level, your Five Venoms Style has been improved upon.

Centipede - You have learned that your relentless assault can be used defensively. When you successfully hit a creature with a Flurry of Blows, you impose disadvantage on attack rolls made against you from that creature.

Spider - There is no angle you cannot strike from, restricting the movements of your prey. If you are standing on a vertical surface or ceiling you can make a leaping melee weapon attack against a creature that is within 15 feet of you. The creature must make a Dexterity saving throw and on a failed save the target is Restrained. 

Toad - You’ve learned to envelop yourself in hard ki to more effectively protect you. You now have a +2 to your Armor Class. As a reaction, when you spend a 1 ki point to reduce the damage you would take from an attack, you instead reduce it by half.

Scorpion - You have a vice-like grip to ensnare your prey before delivering a deadly sting. You have advantage on attempts to grapple a creature. In addition, if you successfully grapple a creature you may perform your Scorpion Sting attack to attempt to paralyze the target. 

Snake - Your ability to exploit weaknesses has improved, allowing you to strike more effectively when your target’s defenses are lowered. You have advantage on attacks made in reaction to a melee weapon attack missing you. In addition, if you successfully catch a ranged attack made against you using your Deflect Missile class feature you can use your Toxic Ki Transference class feature as part of the same reaction before throwing it back at your attacker. 

Poison Fog

At 11th level, you can spend 3 ki points to channel your ki to exhale a violet cloud of toxic gas in a 20 foot sphere centered on you. The cloud goes around corners. It lasts for a number of rounds equal to your proficiency bonus or until a strong wind disperses the fog. The area is heavily obscured.

When a creature enters the cloud for the first time or starts its turn there, it must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save or half as much on a successful one. Creatures are affected even if they are holding their breath or don’t need to breathe. 

Once you use this feature, you can’t use it again until you finish a long rest.

Hybrid Venom

At 11th level, you have been granted training in another Five Venom martial style. You pick one of the other styles you didn’t select at 3rd level and can use their class feature at the cost of 2 ki points instead of 1. 

Centipede Style

Striking swiftly and relentlessly as if you had a hundred arms and legs. The Centipede style allows you to spend 2 additional ki points to perform an additional Flurry of Blows.

Scorpion Style

Recognized for its swift and powerful kicks that act as the scorpion's tail. The Scorpion style allows you to spend 2 ki points as an Attack action to deliver a punishing kick that deals your Martial Arts die + Dexterity Modifier damage. The target must then make a Constitution saving throw or become paralyzed until the end of your next turn.

Snake Style

You learn to attack with pin-point accuracy, striking when and where your enemy is most vulnerable. You can spend 2 ki points when a melee weapon attack misses you to make a melee weapon attack against the creature that attacked you.

Spider Style

Attacking from odd angles and a master of acrobatics. The Spider style gives you the ability to spend 2 ki points to gain the effects of the Spider Climb spell. In addition, if you are on a vertical surface or ceiling you have advantage on Attack rolls. 

Toad Style

A primarily defensive style, your ki improves your ability to withstand damage. The Toad style gives you the ability to spend 2 ki points as a reaction to reduce the damage you take by a number equal to a roll of your Martial Arts die + Constitution Modifier + Proficiency Bonus.

Gu Spirit Cultivation Jar

At 17th level, you are given a resealable jar used in the cultivation of a Gu Spirit, the secret poison used by the Five Poisons Sect. During a short or long rest you can prepare a Gu Spirit within the jar. You can only have one Gu Spirit sealed within the jar at a time. The Gu Spirit remains in the jar until it is used.

As an action you can spend 5 ki points to summon the Gu Spirit. The Gu Spirit takes a form of your choosing: centipede, spider, toad, scorpion, snake, gecko, crow, dog, worm, or butterfly. The Gu Spirit is a large elemental creature comprised of poisonous gas that appears next to you and shares its initiative with you. The Gu Spirit has a flying speed of 60 feet. The Gu Spirit emits a toxic aura 15 feet centered on it. Any creature other than you that enters the aura or starts their turn in it must make a Constitution saving throw or take 10d6 poison damage and become poisoned or half as much on a success.

As a bonus action, you can command the Gu Spirit to attempt to enter another creature. The target makes a Constitution saving throw and on a failure the Gu Spirit begins to kill the creature from within dealing 10d6 poison damage each round it is inside a creature suffocating it and giving it the Poisoned status if it wasn't poisoned already. While inside a creature the Gu Spirit no longer emits its toxic aura. At the start of each turn the creature can make another Constitution saving throw with disadvantage. The Gu Spirit is expelled on a successful save and cannot enter the same creature for the rest of combat. 

Once you use this feature, you can’t use it again until you finish a long rest.