Tvtyrant
2020-10-20, 02:40 PM
Level 3: Poison Touch
A MotM may spend a ki point as a bonus action to treat their attacks that turn as if they had a poison from the poison list applied to them. These do not effect the MotM.
Level 6: Poison Water.
When a Monk of the Miasma hits an opponent they may spend a Ki point to flare their aura. Each enemy adjacent to the MotM must make a con save or become poisoned.
Level 11: Poison Breath
The Monk of the Miasma has internal ki so toxic it sickens the air. As an action they can Poison all enemies within 60ft until the start of their next turn, opposed by the enemies Con saves.
Level 17: Poison Ground
The toxins of the MotM are so virulent they spread like disease. Once per long rest the MotM can kill a region as an action. All life within one mile must make death saves as if dropped to 0 health, those that fail three saves die. All plants in the region wilt and the ground and water are toxic for one year, Poisoning anything that eats or drinks from them.
Edit Poison Ground: I'm thinking 100ft the first day, then extend outward each additional day it is used on the same spot?
Update:
Poison Water: level 3
When MotM makes an attack they can infuse it with poison by spending 1 ki. If the strike succeeds the enemy must make a con save, if they fail their blood is infected with the Poison Water. They are poisoned, but may make an additional save on the end of each of their turns to shake off the poison.
Poison Fire: Level 6
The MotM as a bonus action can spend 2 ki to poison the light that bounces off their body. Each adjacent enemy must make a reflex save or be blinded until the MotM's next turn.
Poison Air: Level 11
The MotM as an action can poison the air by spending 3 ki. You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The MotM must spend their bonus action each turn to maintain the gas.
Poison Earth: level 17
By spending 5 ki as an action the MotM sends the deadliest poison through the Earth to attack their target. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the effect ends. If it fails its saves three times, it is turned to bone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
A MotM may spend a ki point as a bonus action to treat their attacks that turn as if they had a poison from the poison list applied to them. These do not effect the MotM.
Level 6: Poison Water.
When a Monk of the Miasma hits an opponent they may spend a Ki point to flare their aura. Each enemy adjacent to the MotM must make a con save or become poisoned.
Level 11: Poison Breath
The Monk of the Miasma has internal ki so toxic it sickens the air. As an action they can Poison all enemies within 60ft until the start of their next turn, opposed by the enemies Con saves.
Level 17: Poison Ground
The toxins of the MotM are so virulent they spread like disease. Once per long rest the MotM can kill a region as an action. All life within one mile must make death saves as if dropped to 0 health, those that fail three saves die. All plants in the region wilt and the ground and water are toxic for one year, Poisoning anything that eats or drinks from them.
Edit Poison Ground: I'm thinking 100ft the first day, then extend outward each additional day it is used on the same spot?
Update:
Poison Water: level 3
When MotM makes an attack they can infuse it with poison by spending 1 ki. If the strike succeeds the enemy must make a con save, if they fail their blood is infected with the Poison Water. They are poisoned, but may make an additional save on the end of each of their turns to shake off the poison.
Poison Fire: Level 6
The MotM as a bonus action can spend 2 ki to poison the light that bounces off their body. Each adjacent enemy must make a reflex save or be blinded until the MotM's next turn.
Poison Air: Level 11
The MotM as an action can poison the air by spending 3 ki. You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The MotM must spend their bonus action each turn to maintain the gas.
Poison Earth: level 17
By spending 5 ki as an action the MotM sends the deadliest poison through the Earth to attack their target. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the effect ends. If it fails its saves three times, it is turned to bone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.