Way of Stinging Breath (5e Subclass)
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Way of Stinging Breath[edit]
Monk Subclass
Among ranged weaponry, the blowgun is often derided as primitive and weak in comparison to bows and crossbows. While still in use among many remote tribes with limited technology in tropical environments, monks that follow the Way of Stinging Breath master the humble tube launcher by training their lungs into pneumatic pressure engines capable of holding and releasing powerful blasts of air. They can even infuse this air with ki and shape it into projectiles for their weapons while adding deleterious effects. The Way of Stinging Breath is especially popular among grippli and grungs.
- Bonus Proficiencies
Starting at 3rd level, your martial prowess is enhanced by your wild knowledge. you gain proficiency with Survival, the poisoner’s kit, and blowguns. If you already have proficiency with the skill, tool set, or weapon, you gain proficiency with flutes instead. You ignore the loading property of blowguns.
- Bad Breath
Starting at 3rd level, you can focus your outbreaths into minor spells. You can cast gust, message, and poison spray without somatic or material components. Wisdom is your spellcasting ability for these cantrips and they use your ki save DC. You can also change the smell of your breath for 1 hour as an action and hold your breath for a number of minutes equal to 1 + your Constitution modifier + Wisdom modifier (minimum of 1 minute).
- Martial Darts
Starting at 3rd level, you can use your mystic strength to conjure your flying barbs and your powerful lungs to hasten their impacts. The damage you deal with a blowgun is increased by your martial arts die. When you score a critical hit with a blowgun, the attack deals additional damage equal to your martial arts die and the target is poisoned until the end of your next turn. When you use Flurry of Blows, you can make blowgun attacks instead of unarmed strikes.
If you load no ammunition in a blowgun, your breath automatically creates one piece of magic ammunition when you blow into the tube. The ammunition created by this feature vanishes the instant after it hits or misses a target.
- Knockout Dart
Starting at 6th level, you can channel your inner magic through your blowgun to enhance your projectiles with a drowsy enchantment. When you hit another creature with a blowgun attack, you can spend 1 ki point to attempt a knockout dart. The target must succeed on a Constitution saving throw against your ki save DC or become unconcious for 1 minute, until the creature takes damage, or someone uses an action to shake or slap the sleeper awake. You can’t use this feature on the same turn you use Paralyzing Dart or Poisoned Dart.
You also have advantage on saving throws to avoid or end the unconcious condition.
- Paralyzing Dart
Starting at 6th level, you can channel your inner magic through your blowgun to enhance your projectiles with an immobilizing enchantment. When you hit another creature with a blowgun attack, you can spend 1 ki point to attempt a paralyzing dart. The target must succeed on a Constitution saving throw against your ki save DC or be paralyzed until the end of your next turn. You can’t use this feature on the same turn you use Knockout Dart or Poisoned Dart.
You also have advantage on saving throws to avoid or end the paralyzed condition.
- Poisoned Dart
Starting at 6th level, you can channel your inner magic through your blowgun to enhance your projectiles with a venomous enchantment. When you hit another creature with a blowgun attack, you can spend 1 ki point to attempt a poisoned dart. The target must succeed on a Constitution saving throw against your ki save DC or take poison damage equal to your martial arts die and be poisoned until the end of your next turn. You can’t use this feature on the same turn you use Knockout Dart or Paralyzing Dart.
You also have advantage on saving throws to avoid or end the poisoned condition. At 10th level, this feature changes to advantage on saving throws to avoid or end the stunned condition.
- Toxic Shock
Starting at 11th level, your darts carry a hidden, magical toxin within them that your enemies will only feel after they can’t stop it. Whenever you hit a creature with a blowgun attack, it gains 1 level of Toxic Shock, 2 if the attack is a critical hit or the target is vunerable to poison damage. If you hit a single creature with 3 attacks in a single turn, it gains 1 additional level of Toxic Shock.
A creature’s maximum level of Toxic Shock equals half their Constitution score, rounded down (minimum of 1). When a creature reaches this maximum level of Toxic Shock, all of its Toxic Shock is expended and the creature takes poison damage equal to its Constitution modifier x your Wisdom modifier and is poisoned until the end of your next turn (minimum of 1 damage). All poison damage you deal cannot be reduced or mitigated in any way. All levels of Toxic Shock expire without dealing damage after 1 minute without being increased. They can also be removed without damage by lesser restoration or any effect that ends the poisoned condition.
- Potent Poisons
Starting at 17th level, you perfect the synthesis of beneficial ki and detrimental poisons. Whenever you inflict the poisoned condition you can ignore immunity to the condition and the target can’t regain hit points while poisoned. If a creature succeeds on the saving throw against your Knockout Dart, it gains disadvantage on Intelligence and Wisdom saving throws until the end of your next turn instead. If a creature succeeds on the saving throw against your Paralyzing Dart, it gains disadvantage on Strength and Dexterity saving throws until the end of your next turn instead. When a creature fails on the saving throw against your Knockout Dart, Paralyzing Dart, Poisoned Dart, or poison spray it gains 1 level of Toxic Shock, 2 if they are vunerable to poison damage.
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