hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
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 rest you can coat your weapons and 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 your Martial Arts dice. The poison lasts until you complete a short or long rest.
Starting at 10th level, your able to resist the effects of poison allows you to coat your nails or teeth with poison. When you make an unarmed strike you can choose to deal piercing damage with attack, and the additional poison damage of this feature.
Coiled Stance
At 3rd level, you learn to fold your body and reserve your movement for advantageous strikes. When you begin your turn you can choose to enter Coiled Stance. When you do your movement speed is halved this turn and you cannot take the dash action. While in this stance, whenever you make an unarmed attack against a creature you may move a number of feet equal to your Unarmored Movement without provoking attacks of opportunity.
Venom Strike
Starting at 6th level, you are able to poison a creatures Ki. Whenever you succeed in stunning a creature with your Stunning Strike feature you poison the creatures Ki. The creature becomes Poisoned for 1 minute. As a reaction at the end of its turn the Poisoned creature can make a Saving Throw against your Monk Save DC to end the effect early.
Toxicology Savant
At 11th level, the gold you must spend to create Poisons, Anti-Toxins, and Healing Potions is halved. Also whenever you deal damage with a poison you may replace the normal damage dice with your Martial Arts damage
Mithridatism
At 17th level, your understanding of Ki and toxins has provided you with the ability to have your bodies natural Ki to actively manipulate poisons. Whenever you take poison damage you instead regain a number of hit point equal to the damage dealt.
If a creature would reduce your maximum hit points and heal from the effect, such as a vampires Bite attack, the creature takes poison damage instead of healing.
subclass options:
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