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Way of the Serpent


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Way of the Serpent (Monk Sub-Class)

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Poisoner's Disciple

When you choose this tradition at 3rd level, you gain proficiency in Poisoner's Kit if you don't already have it. As a part of a short or long rest you may coat your weapons and/or ammunition with weak toxic agents. Choose a number of weapons or ammunition, that deal slashing or piercing damage, equal to your Proficiency bonus and coat them. The first time that you deal damage with them you deal additional poison damage equal to the maximum value of your Martial Arts dice after which the coating is removed. The poison coating lasts until you use this feature again to coat weapons or ammunition. Starting at 10th level, your able to resist the effects of poison allows you to coat you body with toxic substances. You may have your unarmed strikes deal poison damage instead of their normal damage type.

Coiled Stance

At 3rd level, you learn to compress your muscles reserving your movement to coincide with advantageous strikes. At the beginning your turn, you may choose to halve your movement speed until the beginning of your next turn, whenever you make a melee attack against a creature you may immediately move a number of feet up to your Unarmored Movement. This movement does not provoke attacks of opportunity. You cannot benefit from the Dash action on a turn that you use this feature.

Venom Strike

Starting at 6th level, you are able to taint the Ki of creatures you strike. Whenever you succeed in stunning a creature with your Stunning Strike feature the target additionally becomes Poisoned for 1-minute or until it uses its reaction, at the end of its turn, to suceed a Constitution Saving Throw against your Monk save DC.

Toxicology Savant

At 11th level, you study of alchemical reagents and toxins grants you insight on how to stretch their effectiveness. The value of materials you must spend to create Poisons, Anti-Toxins, and Healing Potions is halved. Also, whenever you deal damage with a poison you created, you may replace one of that poison's damage dice with your Martial Arts dice.

Mithridatism

At 17th level, your understanding of the flow of Ki and proximity to toxins provides you with the ability to convert the two interchangible. Whenever another creature would deal poison damage to you, instead you regain a number of hit point equal to that damage. Alternatively, if you aren't missing any hit points you instead regain a Ki point. Additionaly, if another creature would reduce your maximum hit points and heal from the effect, such as a vampires Bite attack, the creature takes that amount of poison damage instead of healing.
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