Revlid
2016-07-14, 11:03 AM
Way of the Fang (https://www.youtube.com/watch?v=bvbOS8Mp8aQ)
The Way of the Fang is a monastic tradition as rooted in spiritual development as any other, so it seems unfair that its adherents are so often shunned as practitioners of a grotesque poisoner’s art. They understand that to truly conquer impurity is to take it into oneself, internalising it and becoming immune to its ravages. To this end they spend years immersing themselves in literal impurities of all forms, developing a preternatural affinity for toxins even as their own life-force curdles into a force of deadly corrosion.
Some among these monks fall prey to a fascination with poison, addicted to the sensation of standing tall in a field of pain-warped bodies even as they enjoy foul smog like fresh air. Such is the evidence of their superior purity. Others view themselves as sponges for the world’s suffering, soaking up toxin after toxin to spare others from their weakness. Regardless of their motives, they are a terrifying force on the battlefield.
Dripping Fang Strike
Starting when you choose this tradition at 3rd level, your ki is transformed into a deadly poison. Whenever you hit a creature with an unarmed attack, you may cause that attack to inflict poison damage and force the creature to make a Constitution saving throw against your Ki save DC. If they fail, they become poisoned until the end of their next turn. If the same creature is poisoned more than once, the duration stacks.
Poisoner’s Tongue
Also at 3rd level you acquire resistance to poison and acid, and advantage when identifying or making saving throws against poisons that you have been exposed to in the past. You halve the gold and time needed to recreate these poisons, and acquire proficiency with poisoner’s kits.
Secrets of Serpent and Spider
Starting at 6th level, you can use your toxic ki to duplicate the effects of particular spells. As an action, you may spend 1 ki point to cast fog cloud, detect poison and disease, or 2 ki points to cast stinking cloud, without material components. You may cast protection from poison by spending 1 ki point, but doing so exposes you to a dose of any removed poison.
You also gain the poison spray and acid splash cantrips. When you use one of these cantrips on your turn, you may treat it as an Attack action for the purposes of other class features. This does not affect Extra Attack.
All spells and cantrips provided by this tradition have a maximum range of 10 feet, unless it would be lower. Their area of effect is unchanged, and you may cause any spell with a radius to follow you as you move for its duration.
King Cobra Meditation
At 11th level, creatures poisoned by your Dripping Fang Strike lose resistance to poison or acid damage. If they had no resistance, they instead suffer one of the effects below for the duration. You choose the effect when inflicting the poison or extending its duration. If such a creature is reduced to 0 hit points it immediately dies, its body dissolved into an unrecognisable mess by your corrosive ki.
Coral Red. The creature suffers 1d4 poison damage at the end of the round. If they suffered any other poison damage during this round, this damage increases to match your Martial Arts die.
Adder White. The creature is blinded and deafened.
Rattle Yellow. The creature is frightened of the last creature to attack it.
Constrictor Black. The creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Death Shroud
Starting at 17th level, your transcendence of impurity allows you to disperse your spirit beyond corrosion. You add cloudkill to the list of spells you can duplicate, at a cost of 5 ki points. You can also cast a special version of gaseous form at a cost of 1 ki point. This version of the spell lasts only 1 minute and can only target yourself, but is enhanced if the air surrounding you would require a saving throw to breathe without complications. In such an environment, you may talk, ignore the spell's Concentration requirement, and take Hide actions as though you were heavily obscured.
The Way of the Fang is a monastic tradition as rooted in spiritual development as any other, so it seems unfair that its adherents are so often shunned as practitioners of a grotesque poisoner’s art. They understand that to truly conquer impurity is to take it into oneself, internalising it and becoming immune to its ravages. To this end they spend years immersing themselves in literal impurities of all forms, developing a preternatural affinity for toxins even as their own life-force curdles into a force of deadly corrosion.
Some among these monks fall prey to a fascination with poison, addicted to the sensation of standing tall in a field of pain-warped bodies even as they enjoy foul smog like fresh air. Such is the evidence of their superior purity. Others view themselves as sponges for the world’s suffering, soaking up toxin after toxin to spare others from their weakness. Regardless of their motives, they are a terrifying force on the battlefield.
Dripping Fang Strike
Starting when you choose this tradition at 3rd level, your ki is transformed into a deadly poison. Whenever you hit a creature with an unarmed attack, you may cause that attack to inflict poison damage and force the creature to make a Constitution saving throw against your Ki save DC. If they fail, they become poisoned until the end of their next turn. If the same creature is poisoned more than once, the duration stacks.
Poisoner’s Tongue
Also at 3rd level you acquire resistance to poison and acid, and advantage when identifying or making saving throws against poisons that you have been exposed to in the past. You halve the gold and time needed to recreate these poisons, and acquire proficiency with poisoner’s kits.
Secrets of Serpent and Spider
Starting at 6th level, you can use your toxic ki to duplicate the effects of particular spells. As an action, you may spend 1 ki point to cast fog cloud, detect poison and disease, or 2 ki points to cast stinking cloud, without material components. You may cast protection from poison by spending 1 ki point, but doing so exposes you to a dose of any removed poison.
You also gain the poison spray and acid splash cantrips. When you use one of these cantrips on your turn, you may treat it as an Attack action for the purposes of other class features. This does not affect Extra Attack.
All spells and cantrips provided by this tradition have a maximum range of 10 feet, unless it would be lower. Their area of effect is unchanged, and you may cause any spell with a radius to follow you as you move for its duration.
King Cobra Meditation
At 11th level, creatures poisoned by your Dripping Fang Strike lose resistance to poison or acid damage. If they had no resistance, they instead suffer one of the effects below for the duration. You choose the effect when inflicting the poison or extending its duration. If such a creature is reduced to 0 hit points it immediately dies, its body dissolved into an unrecognisable mess by your corrosive ki.
Coral Red. The creature suffers 1d4 poison damage at the end of the round. If they suffered any other poison damage during this round, this damage increases to match your Martial Arts die.
Adder White. The creature is blinded and deafened.
Rattle Yellow. The creature is frightened of the last creature to attack it.
Constrictor Black. The creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
Death Shroud
Starting at 17th level, your transcendence of impurity allows you to disperse your spirit beyond corrosion. You add cloudkill to the list of spells you can duplicate, at a cost of 5 ki points. You can also cast a special version of gaseous form at a cost of 1 ki point. This version of the spell lasts only 1 minute and can only target yourself, but is enhanced if the air surrounding you would require a saving throw to breathe without complications. In such an environment, you may talk, ignore the spell's Concentration requirement, and take Hide actions as though you were heavily obscured.