Monk: Way of Venom

by IronstarEstate

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Monastic Tradition: Way of Venom

Followers of the Way of Venom emulate some of the most dangerous creatures throughout the realms: from snakes to scorpions to even some species of dragon. These monks specialize in singling out targets in combat, taking them down using malevolent toxins and nefarious venoms.

Bonus Proficiencies

At 3rd level, you gain proficiency in either the
Deception or Stealth skill and either herbalism kits
or poisoner's kits.

Venomous

When you hit with an unarmed
strike, you can choose to envenom
your target with a microdose of
venom, weakening their defenses
against your attacks. When you hit a
creature envenomed with venom
microdoses, you deal additional
poison damage equal to the number
of microdoses your target is
envenomed with.

You can only envenom a creature with
a number of microdoses equal to
1 + half your monk level
(rounded down). A lesser
restoration
spell or
similar magic removes all venom
microdoses in a creature. A creature
is naturally purged of all microdoses
after finishing a short or long rest.

At 10th level, your venom strengthens:
a greater restoration spell or similar magic is
required to remove all microdoses in a creature.

Systemic Shock

You can use your action and spend a ki point to
remove all the venom microdoses in a creature
within 60 feet that you can see, unleashing a
controlled burst inside your target and
forcing them to make a Constitution
saving throw against your ki save DC.

On a failed save, a creature takes poison damage equal to one roll of your Martial Arts die per microdose removed, or half as much damage on a successful one. In addition, creatures that failed their saving throws are poisoned for a number of rounds equal to the number of microdoses removed.

While poisoned this way, a creature is also subjected to your choice of additional effect: either the deafened condition, loss of its ability to breathe, or the effects of the Tasha's hideous laughter spell. A creature can repeat its saving throw at the end of its turns, ending the poisoned condition and additional effect on a success.

At 10th level, your venom grows more complex: you can
  choose to subject creatures that failed their saving throws
  to the blinded or paralyzed conditions or the effects of the
                      confusion spell.

                 Toxin Familiarity

                           At 6th level, your
                          knowledge of all things
                             venomous extends to
                              your senses.

                              You can sense the
                              presence and location
                             of poisons, poisoned
                              creatures, and
         poisonous/venomous creatures within 30 feet.

                        As an action, you can
             heighten your senses to identify if a
             creature within 30 feet that you can see,
          hear, or smell is immune to the poisoned
          condition.

          Increased Potency

           Also at 6th level, your venom becomes even
         deadlier, bypassing even the stoutest of
        constitutions.

Poison damage you deal ignores resistances. If your target is immune to poison damage, you instead deal half damage.

 Additionally, when you hit a creature with an unarmed
  strike, you can choose to render them vulnerable to
  toxic substances, removing their immunity to the poisoned condition for 1 minute. This feature has no effect on creature made mostly of inorganic materials.

                  You can use this feature a number of
                     times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend a ki point to use this feature again.

Lingering Burst

At 11th level, you fine-tune your control over your venoms, allowing you to further the suffering of your targets. When you use Systemic Shock, you can spend additional ki points to deal the initial damage again at the start of your target's turn on a failed save, or half as much damage on a successful one, for one round per 2 ki spent.

Malevolent Mist

At 17th level, you've honed your vitriolic capabilities beyond mortal ken. You can use your action and spend 4 ki points to create a venomous cloud that surrounds a 15-foot area centered on you. This cloud moves with you and grants you the benefits of half cover. This cloud lasts for 1 minute.

Hostile creatures starting their turn or moving into this cloud must make a Constitution saving throw against your ki save DC. On a failed save, a creature takes poison damage equal to one roll of your Martial Arts die and is envenomed with two venom microdoses.

In addition, you can target up to 3 creatures at a time with Systemic Shock, provided all your targets are within your venomous cloud. You can choose different additional effects for each target that fails its saving throw.

Credits

Subclass by u/ScionofHouseIronstar on Reddit or Basil's Brews on Tumblr
Character Sketches by Mauro Belfiore
Male Nagaji Scaled Fist Monk by Miguel Regodón Harkness