Order of the Coiled Serpent

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Monastery of the Order of the Coiled Serpent

Description

Deep within the Sword Mountains lies the monastery of the Order of the Coiled Serpent. These monks practice a martial art that melds fluid motions with the sudden, constricting force of a striking snake. Their serpent-themed tattoos signify their dedication to this path, representing a blend of grace and deadly precision.

Monks of this order view control as a weapon. While they value the art of immobilizing foes, they are equally skilled in delivering lethal finishes when required. Their fighting style, rooted in both constriction and elimination, ensures their dominance on the battlefield.

The Order's reputation spreads far and wide across realms, earning them a mix of respect and trepidation. Their ability to control and swiftly eliminate threats makes them sought-after allies and fearsome adversaries. They often find roles as elite guards, covert assassins, or powerful enforcers, maintaining the ever-shifting balance of power in the world.

Basic Abilities and Flavoring

Unarmed Strikes (Martial Arts): Attacks can be flavored as wrestling maneuvers—body slams, elbow drops, knee strikes, etc.

Bonus Action Attacks (Martial Arts): These represent combinations, like a swift lock followed by a powerful takedown or throw.

Throwing Mechanics: Drawing inspiration from the Shove action, monks can attempt to throw an opponent.

To execute the Throw, the Monk performs an Athletics (Strength) check, contested by the target's choice of Athletics (Strength) or Acrobatics (Dexterity) check.

On a successful check:

  • Same Size: The Monk can throw the target a distance of half of their Strength modifier in feet (rounded down, with a minimum of 5 feet).
  • One Size Smaller: The Monk can throw the target a distance equal to their Strength modifier in feet.
  • Two Sizes Smaller: The Monk can throw the target a distance of double their Strength modifier in feet.

Damage: Targets thrown take 1d6 damage for every 10 feet they are thrown. If they collide with an obstacle, such as a wall, before traveling the full distance, they take the damage immediately.

Disarming: Using the optional rule from the DMG, monks can use a weapon attack to disarm an opponent. This attack is contested by the opponent's choice of Strength (Athletics) or Dexterity (Acrobatics). Winning the contest causes the opponent to drop their weapon or item.

Ki Abilities

Flurry of Blows: A forceful flurry of wrestling moves, delivered in rapid succession.

Patient Defense: Assume a stance that prepares the monk to exploit an opponent's mistakes.

Step of the Wind: Showcases the monk's agility, allowing for swift movement and evasion.

Constrictor's Hurl (Custom Ability): By expending a ki point, as a bonus action, the monk taps into their inner strength, allowing them to grapple and throw creatures as if they were one size category larger and adding an extra 5 feet to the throwing distance. This lasts for 10 rounds.

Serpent's Hiss (Custom Ability): By expending a ki point, as a bonus action, the monk can challenge a creature they can see within 30 feet. The monk issues a vocal challenge, displays a martial stance, or uses some other form of provocation. The target must make a Wisdom saving throw (DC based on the monk's Wisdom modifier and proficiency bonus) or have disadvantage on all attack rolls against targets other than the monk until the end of the monk's next turn. This ability doesn't require an attack to be made against the creature; instead, it's the force of the monk's presence and challenge that draws the enemy's ire.