Way of the Serpent
Monks who identify with the Way of the Serpent seek to emulate the tactics and combat style of the various species of snakes throughout the Multiverse. Monks of the Serpent emphasize victory by any means, weakening and causing pain in their opponents, for reasons individual to each monk. Some see moral constraints as a weakness, others see honor only in victory, while others believe that upholding personal honor at the expense of those in need is an act of selfishness. Regardless of their motives, their tactics are the same.
Initiate of Venom
When choosing this tradition at 3rd level, you learn how to incorporate the venom used by certain snakes into your fighting style, gaining the following benefits:
Venom Fist. When using an Unarmed Strike, you can choose to deal Poison instead of Bludgeoning damage.
Lore of Venom. You gain proficiency with Poisoner's Kits.
Viper Flurry. When performing a Flurry of Blows, if a target is hit by both attacks they must succeed a Constitution saving throw or gain the Poisoned condition until the end of their next turn.
Cobra's Spit. When an opponent attempts to melee attack you, before they have rolled to attack you may use your reaction to spend 1 ki point and force them to make a Dexterity saving throw as you spit venom at their eyes. Upon failure, the target gains the Blinded condition until the start of their next turn.
Constrictor Style [Needs Work]
Starting at 6th level, you learn how to constrict your opponent akin to the methods of the Boa and Python species of snakes. When you land an attack on an opponent you can use a bonus action to attempt to grapple them. Once per short rest, when you succeed in a grapple attempt you can use 1 ki point to wrap your body around your opponent, giving you both the Restrained condition. When you are Restrained in this fashion, enemies do not gain advantage when attacking you, and you ignore disadvantage when attacking the target of your grapple. This condition persists until the target attempts to escape it by the normal ways in which they can escape a grapple.
Cobra's Bite
At 11th level, you have learned how to make use of the Cobra's advanced neurotoxin in battle. Once per turn, when you hit a creature with an Unarmed Strike you can spend 3 ki points to force them to make a Constitution saving throw. On failure, the creature gains the Paralyzed condition until the end of their next turn.
Serpent Death Blow
At 17th level, you have learned how to fully take advantage of the debilitations you can force on your opponents, finishing them as a snake would and empowering yourself with their life force as a snake would consume their prey.
Targeting one creature afflicted with the Poisoned, Blinded, Grappled, Paralyzed or Restrained conditions, you can spend an action and 3 ki points to make a melee attack. On hit, you deal 10d10 poison or bludgeoning damage as you wring the life out of your victim, regaining health equal to the damage dealt. The damage is considered magical for the purposes of overcoming resistance and immunities. This action can only be performed once per long rest.