Way of the Viper

by SolomonSinclair

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Way of the Viper

A monastic tradition shrouded in secrecy and
feared by many, because the toxins they work
with and the locations they call home are so
inherently dangerous to nonpractitioners that few
would risk trying to learn more.

Monks who follow this tradition run a wide gamut
of intentions, but all share an infatuation with the
study of toxins and often temper their bodies through imbibing them to truly understand their effects. This tempering warps their very ki into a venomous thing,
often transforming them into walking death.

Tainted Aura

3rd-level Way of the Viper feature

Through rigorous training, you have learned to
project and mold your ki into a poisonous aura that
brings ruin to those around you.

As a bonus action on your turn, you can manifest your aura. It extends 10 feet from you in every direction, but
not through total cover. Each other creature takes poison damage equal to your Constitution modifier when it
enters you aura for the first time on a turn or starts
its turn there.

While your aura is manifested, you can spend 1 ki
point to empower it for 1 minute. While it is
empowered, when a creature within your aura takes
poison damage, it must succeed on a Constitution
saving throw or be poisoned for a number of rounds
equal to your Constitution modifier.

Venomous Strikes

3rd-level Way of the Viper feature

Emulating certain species of viper and cobra, you learn ways to harness and launch your toxic ki. Once on each of your turns when you hit with an unarmed strike, you can deal additional poison damage equal to your Martial Arts die. A creature that takes this damage must succeed on a Constitution saving throw or be poisoned for a number of rounds equal to your Constitution modifier.

Additionally, whenever you make an unarmed strike, you can replace the attack with a Venomous Bolt, which is a ranged Martial Arts attack with a range (40/120). It counts as an unarmed strike for the purpose of class features and you can use your Constitution modifier, instead of Strength or Dexterity, for the attack and damage rolls. On a hit, it deals poison damage equal to your Martial Arts die.

The short and long ranges of your Venomous Bolt increases by 10 feet whenever your Unarmored Movement bonus increases.

Toxic Mist

6th-level Way of the Viper feature

Your aura becomes a nigh physical thing, seeping into the lungs of all others within it and threatening to choke the life from them. While inside your aura, other creatures must hold their breath, which they must concentrate on (as if concentrating on a spell), or begin suffocating.

Creatures that don't need to breathe are immune to this effect.

Empowered Potency

11th-level Way of the Viper feature

You have learned how to finely control the potency of your venomous ki, increasing its power or completely nullifying it. Poison damage you deal ignores immunity and resistance to poison damage and the poisoned condition.

Additionally, you can nullify your aura's effects for certain creatures. On your turn, you can choose a number of creatures up to your Constitution modifier. The chosen creatures take no damage from your aura and can breathe normally within it.

Infusion of Hemlock

17th-level Way of the Viper feature

Your mastery over your ki has turned it into a vile, lethal thing that is deadly to nearly all living beings. When you deal poison damage to a poisoned creature, it must succeed on a Constitution saving throw or suffer one level of exhaustion.

 

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