Way of the Serpent, Variant (5e Subclass)
Way of the Serpent[edit]
Monk Subclass
Monks who dedicate themselves to this path learn evasive maneuvers and grappling techniques inspired by its namesake. Harsh training allows them to turn their ki into poison, toughen their bodies against attacks, and even escape the jaws of death by shedding their skin.
- Slithering Technique
You no longer have disadvantage on melee attack rolls due to being prone, and crawling doesn’t cost you extra movement (except in difficult terrain). While prone, you don’t provoke opportunity attacks and you gain a +2 bonus on stealth checks. Additionally, you can move through a space that is large enough for a creature one size smaller than you without squeezing.
- Constrict
You can use Dexterity (acrobatics) when attempting to grapple someone or to keep them grappled. When you successfully grapple an opponent, you may constrict around them, dealing bludgeoning damage equal to a roll of your martial arts die + your Strength or Dexterity modifier (your choice). You can use a bonus action while constricting to tighten your grasp, requiring them to make a Strength or Dexterity saving throw (their choice) or take this damage again. While constricting someone in this way, you have disadvantage on attack rolls against anyone other than the grappled creature. At 11th level, roll your martial arts die twice for damage.
- Scaled Body
At 6th level, you gain a +1 bonus to AC, resistance to poison damage, and advantage on saving throws to avoid or end the poisoned condition. As a reaction, you can spend 3 ki points to turn a critical hit against you into a normal hit, but before the damage is rolled. At 11th level, you gain immunity to poison damage and the poisoned condition.
- Venomous Strikes
At 11th level, a creature that fails its saving throw against your stunning strike takes poison damage equal to your proficiency bonus + your Wisdom modifier. At 17th level, when a creature succeeds on its saving throw against your stunning strike, it must succeed on another Constitution saving throw or be poisoned until the end of your next turn.
- Shed Skin
At 17th level, you can use an action (or reaction, when you are reduced to 0 hit points) to shed your skin, allowing you to spend hit dice to regain hit points as if you were taking a short rest. The following conditions of your choice affecting you immediately end: blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, restrained, and stunned. Reduce your current level of exhaustion by two. If you are unable to take actions or reactions due to being incapacitated, this ability doesn’t require one unless you are unconscious or petrified. The first time you use this ability, all of your hit dice are automatically replenished beforehand. Afterwards, it costs 10 ki points until you finish a long rest.
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