Way of the Deadly Venoms
Long ago, monks from a hidden monastery studied poisonous animals and meditated on what they observed. These meditations gave rise to a style of fighting known as the Way of the Deadly Venoms. These monks mastered the speed of the centipede, the precise strikes of the scorpion, the agility of the snake, the climbing skills of the lizard, the traps of the spider, and the endurance of the toad. The skills learned by these monks made them legendary in combat.
But like these venomous creatures, monks who practiced the Way of the Deadly Venoms gained infamy among the general population. Many were treated as thugs and criminals, and some feared that these monks were assassins. While some followers of the Way of Deadly Venoms do perform these unlawful acts, others use the way to help and not to harm. Whichever path you choose, you will not be alone.
Skills of the Venomous
Some skills learned through the Way of Deadly Venoms can be traced to one of the poisonous creatures. When you accept this tradition at level 3, choose one of the following skills to gain proficiency: Sleight-of-Hand, Perception, Stealth, Athletics, Weaver's Tools, or Poisoner's Kit.
Venomous Strikes
Starting at level 3, you can use techniques adapted from venomous creatures to hinder the flow of ki in your opponent, resulting in effects similar to poisons. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can choose from one of the following effects to impose on that target.
| Min. Wisdom Modifier | Venomous Strike Effect |
|---|---|
| 1+ | Target must succeed on a Constitution saving throw or take 1 martial arts die of poison damage. |
| 2+ | Target must succeed on a Dexterity saving throw or be knocked prone. |
| 3+ | Target must succeed on a Constitution saving throw or has disadvantage on concentration checks until the end of your next turn. |
| 4+ | Target must succeed on a Constitution saving throw or be poisoned until the end of your next turn. |
| 5+ | Target must succeed on a Wisdom saving throw or have its movement reduced by half, and loses its reaction until the end of its next turn. |
Poisonous Arts
Starting at level 6, you can use your ki to duplicate the effect of certain spells. You can pick a number of spells equal to your wisdom modifier from the following list: Jump, Spider Climb, Enthrall, Entangle, Protection from Poison, Lesser Restoration, or Blur. As an action, you can spend 2 ki points to cast the spell without providing material components. You can learn new spells and replace one existing spell with a new spell each time you increase your monk level, as long as the total number of spells equals your wisdom modifier.
Venomous Creature Aspects
When you reach level 11, you chose a poisonous animal to emulate. Through focused training and meditation, you gain the skills and techniques associated with the poisonous creature.
The Centipede
While studying the aspects of the Centipede, you build up your speed. When rolling initiative, add your wisdom modifier to the initiative result. Also, if you miss one or more Flurry of Blows attacks, you may make a third unarmed strike as part of your F lurry of Blows action.
The Viper
The viper is an agile creature, using its skill to catch prey as well as escape. You can crawl at the same speed as your walking speed. As long as you are not incapacitated and your movement speed is greater than 0, opponents within 5 feet do not have advantage on melee attacks against you when you are prone, and you do not have disadvantage on melee attacks if the target is on the ground.
The Scorpion
Meditating on the scorpion reveals the source of its stealth and precision. You can spend 1 ki point as a bonus action to hide, even in plain sight. While using this ability, you have advantage on stealth checks, and if a creature enters your melee range, you can use your reaction to make a Flurry of Blows attack. This ability ends if you attack, cast a spell, or move more than 5 feet in a round.
The Lizard
Studying the lizard brings out its climbing ability in you. When using "Step of the Wind" to walk on vertical and even upside down surfaces, you can end your turn on that surface without falling until the end of your next turn.
When falling, if any point along your path places you in melee range of a creature, you can use your reaction to make one attack with an unarmed attack or a monk weapon. If the attack hits, all fall damage you would take is transferred to the target in addition to the attack damage. Targeted creature must make a Strength saving throw versus your spell DC or be knocked prone.
The Toad
The aspect of the mighty Toad focuses on strength and durability in combat. When you use Patient Defense, you can spend an additional ki point to gain 1d6 plus your wisdom modifier in temporary hit points for up to one minute, and you have advantage on strength checks and strength saving throws for the duration. As part of the defensive nature of the Toad, you can spend 2 ki points as a reaction to being attacked to temporarily raise your AC by your proficiency modifier until the beginning of your next turn.
The Spider
Learning the ways of the spider helps you trap your opponent and avoid traps as well. While not incapacitated, you can spend 1 ki point as your reaction to failing a save versus being restrained to re-roll the save, adding an additional 1d4 to the new roll. When you make a successful unarmed strike against an opponent, instead of damage, you can spend 1 ki point to force the target to make a dexterity saving throw against your spell DC or else be restrained by a spectral web. If successfully restrained, the target can make a Strength saving throw at the end of each of his or her turns to escape the restraint.
Greater Venomous Aspects
When you attain mastery of the Way of the Deadly Venoms, you unlock some of the most powerful aspects and techniques. When you reach level 17, pick one of the following greater aspects to master.
Leaping Strike
Requires The Lizard or The Viper or The Spider.
When you use the "Step of the Wind" ability, you can long jump a distance of up to five times your proficiency bonus without provoking an attack of opportunity. As part of the "Step of the Wind" action, you can spend an additional 2 ki points to make a leaping strike with either an unarmed attack or a monk weapon. If successful, you can add an additional martial arts die of damage for every 10 ft of your jump as part of the attack, up to a maximum of four. Your movement needs to be greater than 0 in order to use this ability, and you cannot perform a leaping strike again until you complete a short or long rest.
Stronger Poison
Requires The Centipede, The Scorpion, or The Toad.
All unarmed attacks or attacks made with monk weapons gain an extra +2 damage, and whenever you hit an object with one of these attacks, the hit is critical.
Darker Poisons
Available to all.
Your Venomous Strikes will now do an additional martial arts die of necrotic damage before the target makes a saving throw vs the effect. Any poison damage dealt by Venomous Strikes are now necrotic.
Poisonous Benefits
Available to all.
When you are hit with an attack that deals poison damage, roll a d6 and use the table to determine how your body responds to the poison. The effect ends after 1 minute, or unless you are affected by a different poison.
| Roll | Effect |
|---|---|
| 1 | When you hit with your next attack using an unarmed strike or monk weapon, the target receives half the poison damage. |
| 2 | You can add 1d4 to your attack rolls. |
| 3 | You have advantage on Dexterity Checks. You also don't take damage from falling 20 feet or less if you aren't Incapacitated. |
| 4 | You have advantage on Strength Checks. Your carrying capacity doubles. |
| 5 | You have advantage on Constitution Checks. You also gains 2d6 Temporary Hit Points, which are lost when the effect ends. |
| 6 | You are healed by up to half of the poison damage. |