Poisoner
Some poisoners are hired assassins, others are shunned from their alchemy circles for finding comfort in the uncomfortable. Dedicated to proving themselves the poisoner spends their life experimenting trying to find the perfect poison. Because poisons are frowned upon in most societies, poisoners use their intelligence and their charisma to get them out of trouble, preferring to use subterfuge instead of the brute force like some of their compatriots. Using their sleight of hand to cover a blade or talk their way into someone drinking a poisoned cup. Poisons are your calling card and you will prove their usefulness.
| Level | Proficiency Bonus | Ability |
|---|---|---|
| 1 | +2 | Recipe Book, Poisoners Craft, Thieves Cant |
| 2 | +2 | Crude Poison, Poisoners Talent |
| 3 | +2 | Field of Study, Signature Poison |
| 4 | +2 | Ability Score Improvement or Feat |
| 5 | +3 | Poisoners Reach |
| 6 | +3 | Toxicology, Extra Attack |
| 7 | +3 | Field of Study Feature |
| 8 | +3 | Ability Score Improvement or feat |
| 9 | +4 | Vital Venom |
| 10 | +4 | Field of Study Feature |
| 11 | +4 | Improved Study |
| 12 | +4 | Ability Score Improvement or Feat |
| 13 | +5 | Adaptive Toxicology |
| 14 | +5 | Incessant Conditioning |
| 15 | +5 | Extra Attack |
| 16 | +5 | Ability Score Improvement |
| 17 | +6 | Perfect Study |
| 18 | +6 | Field of Study Feature |
| 19 | +6 | Ability Score Improvement d |
| 20 | +6 | Nightshade |
Hit die: d8
Proficiencies.
Armor: light, medium
Weapon: simple and martial no shields
Tools: poisoner's kit, alchemist tools, or herbalism kit
Saving throws: Constitution, intelligence
Skills: choose 3; sleight of hand, investigation, perception, medicine, deception, persuasion, performance, history, intimidation, survival, nature
List of Poisons
| Poison name | DC | Delivery |
|---|---|---|
| Assassins Blood | 10 | Ingested |
| Burnt Othur Fumes | 13 | Inhaled |
| Crawler Mucus | 13 | Contact |
| Drow Poison | 13 | Injury |
| Essence of Ether | 15 | Inhaled |
| Malice | 15 | Inhaled |
| Midnight Tears | 17 | Ingested |
| Oil of Taggit | 13 | Contact |
| Pale tincture | 16 | Ingested |
| Purple worm poison | 19 | Injury |
| Serpent venom | 11 | Injury |
| Torpor | 15 | Ingested |
| Truth serum | 11 | Ingested |
| Wyvern poison | 15 | Injury |
Recipe Book
Starting at level one you gain a Recipe Book containing three (3) poisons you already know how to make. The poisons in your recipe book require half the time and materials to make. You can add more poisons to your recipe book by first recreating the poison using its original costs, supplies. and craft time as well as expending at least 1 empty vial or flask. After which you can add it to your recipe book.
Poisoners Craft
Once a day for an hour, by expending a number of vials or flasks, you can craft a number of poisons equal to twice your proficiency bonus as long as you have a poisoner's kit. You add your intelligence modifier to the DC of any poison you craft this way.
These poisons go inert after 24 hours after which you will have to make more.
additionally you gain resistance to the poisoned and diseased condition and cannot accidentally poison yourself.
Crude Poison
as a bonus action by expending a use of your poisoner's kit you create a basic injury poison. This poison has a DC of 10+ your intelligence modifier on a failed save the poison deals 2d4 con damage and the creature is poison until the end of its next turn.
Signature Poison
Also at level three a poisoner chooses a poison, once you make this choice it cannot be unmade or changed. This poison becomes your Signature Poison. The DC for this poison changes to 10 + your Proficiency Bonus + your intelligence modifier.
As long as you have your Poisoners Kit you are assumed to have all materials required to craft your Signature Poison. If you lose your poisoners kit or it breaks you must spend twice the gold of your signature poison to restock it.
If a creature fails its constitution save against your signature poison they become poisoned for a number of rounds equal to your proficiency bonus. Any creature you poison can re roll its save against your signature poison at the beginning of its turn to over come the condition.
You can have a number of Signature poisons made equal to your proficiency bonus. They still go inert after 24 hours.
Thieves Cant
Also at level one because of the taboo of your skill you've learned to talk about your poisons in a coded manner connecting you with the underbelly of society. As such you learn thieves cant as a rogue would.
Poisoners Talent
Starting at second level you begin to extend your studious skills to more than just your lab. for a number of minutes equal to half your proficiency bonus rounded up you can study a creature you can see within 20 feet of you. While you are studying the target they have disadvantage on attacks they make against you and conditions you impose. Additionally you have advantage on wisdom checks, saves and attacks you make against them.
While you are using a finesse weapon and are studying a creature you may instead add your intelligence modifier to your attack rolls instead of your Dexterity or strength. The study ends once your target fails a save against a condition you impose or you hit it with a critical attack
You can use this ability a number of times a day equal to your proficiency bonus. you regain all expended uses after a long rest. Additionally this ability ends if you can no longer see the target or you can choose to end it as a free action.
Field Of Study
At level three Poisoners begin to understand the specific and intricate ways the toxic nature of poisons interact with and choose a path to delve into.
Poisoners Reach
Vials and Flasks you have a throw distance of 20 feet and a long rang of 60 feet with a splash range of 5 feet around the point of impact.
Toxicology
When you spend the hour to craft your poisons each day you can choose the best delivery method for the poison. you can change it to either contact, injury, inhaled or ingested. Alternatively you can spend 30 minutes or a move action to change the delivery method of an already made poison to contact, injury, inhaled or ingested. Additionally you gain immunity to the poisoned condition.
Extra Attack
At level 6 When you make the attack action you can make an extra attack. You Gain a third attack at level 15. Additionally coated weapons stay potent for two successful attacks instead of one.
Vital Venom
At level 9 you can sacrifice damage dice to increase poison effectiveness. When you make an attack with a poisoned weapon you may choose to forgo your weapon damage to increase the difficulty of your poisons. Each damage die you sacrifice increases the DC by 1 to a total of +5. This bonus only increases the initial save and not any subsequent saves made to overcome the condition. Additionally your poisons have become powerful enough to over come even the toughest of foes allowing them to overcome poison resistances and immunities
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Nightshade
Whenever a creature fails their constitution save against your signature poison they also gain a level of exhaustion. (Any creature that reaches 6 levels of exhaustion dies)
Improved Study
When you use your poisoners talent to study a creature you are able to focus on more than one problem at a time allowing you to study an additional creature.
Adaptive Toxicity
At level 13 whenever you deal damage with a poisoned weapon you can choose to have the damage be poison acid or necrotic damage
Incessant conditioning
At level 14 When you deliver a poison the number of saves increases by 1 passing first save negates poisoned condition. at level 18 the number increases by one more (total of 3)
Perfect Study
When you use your Poisoners talent to study a target you can study a number of targets equal to your proficiency bonus
Field of Study: Witchbane
When you choose this field at level 3 you gain proficiency in arcana. If you already have proficiency you gain expertise instead. this ability does not stack with other abilities that give you a similar effect.
Toxic Magic
When you reach 3rd level, you augment your mental prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the Poisoner spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Poisoner Spellcasting table shows how many spell slots you have to cast your Poisoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level. You regain all expended spell slots when you finish a long rest. You may cast the spell at a higher level by expending a use of signature poison
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield at 2nd level by using a signature poison.
Spells Known of 1st level and Higher
You know three 1st-level poisoner spells of your choice.
The Spells Known column of the Poisoner Spellcasting table shows when you learn more Poisoner spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the poisoner spells you know with another spell of your choice from the poisoner spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Poisoner spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Your Spell DC is the same as your Signature Poison DC.
Arcane Leech
When You reach level 7 in this class you are able to hunt and siphon the very arcana that imbues itself in other beings. when a creature you are studying attempts to cast a spell you may spend a reaction and force them to make a wisdom save against your signature poison DC on a failed save the creature loses 1d4 of its highest spell slots and is poisoned until the end of its next turn. at the beginning of that turn it must make an additional save or take the effects of your signature poison.
You can use this ability as long as you have a use of your signature poison
Master of the Deadly Arts
At level 10 you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your recipe Book as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
Forbidden Arcana
As long as you have your recipe book on you. poisons you craft can be cast as a touch spell. you also can add 2nd and 3rd level poisoner spells to your recipe book.
Patron Of Poisons
you learn a 5th level poisoner spell additionally when you use your poisoners talent against a creature you may roll an investigation check against the studied targets deception check. if you succeed you learn the highest spell slot available to the studied target. if you fail the studied target is immune to this ability for the next 24 hours.
| Poisoner Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - | - |
| 18th | 3 | 11 | 4 | 3 | 3 | 2 | 1 |
| 19th | 3 | 12 | 4 | 3 | 3 | 2 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 3 | 2 |
Poisoners Spell List
| Cantrip |
|---|
| Acid Splash |
| Infestation |
| Mage Hand |
| Poison Spray |
| Sapping Sting |
| Resistance |
| 1st |
|---|
| Absorb Elements |
| Bane |
| Chaos Bolt |
| Chromatic Orb |
| Detect Magic |
| Detect Poison |
| False Life |
| Hex |
| Purify Food and Drink |
| Ray of Sickness |
| Shield |
| Tasha's caustic Brew |
| 2nd |
|---|
| Acid Arrow |
| Blindness/Deafness |
| Dragons Breath |
| Hold Person |
| Invisibility |
| Lesser Restoration |
| Protection from Poison |
| Wither and Bloom |
| 3rd |
|---|
| Bestow Curse |
| Counterspell |
| feign Death |
| Galders Tower |
| Haste |
| 4th |
|---|
| Blight |
| Elemental Bane |
| Giant Insect |
| Greater Invisibility |
| Secret Chest |
| Sickening Radiance |
| Vitriolic Sphere |
| 5th |
|---|
| Cloudkill |
| Contagion |
| Dominate Person |
| Enervate |
| Far Step |
| Insect Plague |
| Negative Energy Flood |
Field of Study: Harvester
Animal Companion
At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast from the Poisoner companion list. Your animal companion shares your Signature poison DC. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Poisoner level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Harvesting
Also at level 3 you gain proficiency with Harvesting tools.
The Harvester's Tools are an important asset to those who thrive in the wilderness. For those who like to hunt to those who are stuck on an abandoned island, the Harvester's Tools can help you survive the toughest of the wilds. Their supplies can help them harvest valuable meats, furs, plants, and bones, which can be used in many recipes and tools.
Components. Harvester's Tools can include a Skinner knife, Boning knife, fleshing knife, Scalpel, Gandasa, and a leather bag to carry items you harvest.
Survival. When harvesting materials, you can obtain more meat, pelt, bone, fat, plants, and other such items than most people would be able to.
Nature. When harvesting materials, you can obtain better quality materials, which can be sold for more, or make better quality items.
Harvesting. During a short rest or by using an action you can allow yourself to harvest materials from dead creatures or plants with advantage.
Poisoner companions
When you use your poisoners craft to create your vials of poison you may instead harvest venom from your animal companion. Harvesting venom this way count towards your Signature Poison and your Animal companion Shares your Signature Poison DC
| Challenge Rating 0 |
|---|
| Homunculus |
| Scorpion |
| Spider |
| Challenge rating 1/8 |
|---|
| Flying Snake |
| Poisonous Snake |
| Challenge Rating 1/4 |
|---|
| Giant Centipede |
| Giant Poisonous Snake |
| Giant Wolf Spider |
| Psuedodragon |
Toxic Encyclopedia
At level 7 You gain expertise to Nature and Survival checks to harvest poison and venom from your surroundings and how to counteract them. Additionally you are able to expertly harvest to gain the most use out of beasts creatures and nature allowing you gain double what you would normally get from a harvesting check.
Potent Venom
At level 10 You've exercised the venom in your animal companion enough that its able to produce a more power dose. the Damage of the your animal companions venom increases by 1 step. The Damage dice of your animal companion increases an additional step at level 15 and again at level 18 to a max of d10 ( if your animal companion would do a d4 in poison damage it now does a d6, a d6 now turns to a d8 and so forth).
Additionally you've trained your animal companion to be more toxic allowing you to roll a number of damage dice equal to your Proficiency bonus instead
Natures Defense
When a creature fails its con save against your animal companion it gains the benefit of your Adoptive Toxicity feature. allowing your animal companion to deal either poison, acid, or necrotic damage. Additionally as a reaction whenever you are hit with an attack you may have your animal companion spit its venom at the source of the attack as long as its within 10 ft of you. forcing them to make a con save against your Signature Poison DC or become poisoned for the duration of your signature poison.
Aspect of Nature
As long as your animal companion is within 5 feet of you you gain the following benefits,
- Your movement can't be reduced because of difficult terrain
- You gain a climb speed, a swim speed, and a burrow speed equal to your walk speed
- You gain darkvision out to 60 feet. if you already have dark vision it increases another 20 feet.