Class: Poisoner

by Azhirtheghost

Search GM Binder Visit User Profile
Poisoner

The Poisoner

To brew a mind paralyzing potion, gather the following ingredients and follow the steps with absolute precision.

Mash the Ruby Licorice very delicately at first, then with unleashed fury at the end. Put the result in a cup. Add a dash of water to turn it into a smooth paste, then add the Hate Cress, first one tiny amount, then everything else. Fill a pan with fresh spring water, add the mixture and slowly bring it to a boil. Let it reduce until it has changed color before adding the Angel Celery and Mage Caraway, in that order. Turn up the heat one last time, mix in the Hybernation Cumin and let everything rest while you take a power nap, maybe two since you've worked hard.

Stir the mixture a final time, if it sticks you know it's right. Your potion is ready to be used. A good amount is needed for the potion to take effect, a bad amount would be bad. 'Recipe by Dr. Bunsen Honeydew, Tested on Beaker.'

Poisoners have to keep there trade a secret from the populace. Much more than just using poisons, poisoners spend their time studying toxins and their effect on the body. Mastering concotions to their fullest potential.

Diseases, Toxins and Poisons

Diseases and poisons are a poisoners bread and butter. using their knowledge of toxics and the human body to cause dibilitading effects to keep their enemies at bay. After all what better way to win a fight than to make sure your opponent isnt opperaating at their best?

Student of Perfection

Most poisoners have a feild of study that they persue, Some strive to prove their alchemical partners wrong about the usefullness of toxins in a practical society. Some take the time to study the psyche of people and hide behind false names and alieses, others just want to find the purest components to craft with. Regardless they all strive for nothing less than perfection. and nothing will stop them from getting there, especially the laws of man.

Creating a 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.

Quick Build

You can make a poisoner quickly by following these suggestions. First, Make intelligence your highest priority, followed by Constitution and Dexterity or Charisma after that if you plan on taking the Faceless Archetype. Second, Choose the Simic Scientist or Sage background.

Class Features

As a Poisoner you gain the following class features.

Hit Points


  • Hit Die: 1d8 per Poisoner level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Necromancer level after 1st

Proficiencies


  • Armor: Light and Medium; No shields
  • Weapons: Simple and Martial
  • Tools: Poisoner's Kit and one other Artisan Tools

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from; Arcana, Deception, Insight, Investigation, Medicine, Perception, Slight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A poisoners kit or (b) Alchemical Supplies
  • (a) An arcane focus and poisoner's kit
  • (a) 15 empty vials or (b) 5 empty flasks and 2 daggers

Conditions

Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.

Poisoner
Level Proficiency Bonus Features
1st +2 Recipe Book, Poisoners Craft, Thieves Cant
2nd +2 Crude Poison, Poisoners Talent
3rd +2 Field of Study, Signature Poison
4th +2 Ability Score Improvement
5th +3 Poisoners Reach
6th +3 Toxicology, Extra Attack
7th +3 Field of Study
8th +3 Ability Score Improvement
9th +4 Veiled Bane
10th +4 Field of Study Feature
11th +4 Improved Study
12th +4 Ability Score Improvement
13th +5 Revelation
14th +5 Incessant Conditioning
15th +5 Extra Attack
16th +5 Ability Score Improvement
17th +6 Perfect Study
18th +6 Field of Study Feature
19th +6 Ability Score Improvement
20th +6 Nightshade

Types of Poisons

Poisons come in four types:


  • Contact - Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
  • Ingested - A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
  • Inhaled - These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
  • Injury - Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

List of Poisons

Poison Type Price Per Dose
Assassins Blood Ingested 150 GP
Burnt Other Fumes Inhaled 500 GP
Crawler Mucus Contact 200 GP
Drow Poison Injury 200 GP
Essence of ether Inhaled 300 GP
Malice Inhaled 250 GP
Midnight tears Ingested 1,500 GP
Oil of taggit Contact 400 GP
Pale Tincture Ingested 250 GP
Purple Worm Poison Injury 2,000 GP
Serpent Venom Injury 200 GP
Torpor Ingested 600 GP
Truth serum Ingested 150 GP
Wyvern Poison Injury 1,200 GP

Thieves Cant

at level one, Because of the taboo nature of your craft and the assassins that procure your services you've learned to communicate with the underbelly of society learning thieves cant as a rogue would.

Recipe Book

Starting at 1st level you begin logging your research and your findings in a recipe book. Your recipe book has 4 poisons You already know how to make from the list of poisons. The Poisons in your recipe book requir half the time and half the materials to make. You can add more poisons to your recipe book by expending an empty vial or flask as well as using its original time and components.

Poisoners Craft

Also at first level your craft has become more second nature than anything. For an hour each day you can craft a number of poisons equal to twice your proficiency bonus as long as you have your poisoners kit on you you may add your intelligence modifier to the DC of that poison.

These poisons go inert after 24 hours after which you will have to make more.

Poisoners Talent

Starting at 2nd level, youve learned to expand your mind to study the the body as much as your poisons. using your knowledge of the physical body and using that knowledge to your advantage.

For a number of minuets a day 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 a target the creature you are studying has disadvantage on attack they make against you and conditions you impose. Additionally, you gain advantage on attacks you make against them and on wisdom checks and saves you make against them.

While you are studying a target and using a finesse weapon you may instead use your intelligence modifier for attack and damage rolls instead of your strength or dexterity. The study ends when you hit with a critical or the target fails its save against a condition you impose. after which you will have to study the target again.

You can use this ability a number of times a day equal to your proficiency bonus. You regain all expended uses at the end of a long rest. additionally the study ends if you can no longer see or you may choose to end it as a free action.

Crude Poison

at second level You've gotten into the habit of thinking quick on your feet. As a bonus action you can make and apply a dose of crude poison. The Poison has a DC of 10 + your Intelligence modifier. On a failed save the poison deal 2d4 Poison damage and the target is poisoned for 1 round.

Field of Study

At Level 3 a poisoner focuses on a specific field. dedicating his studies to how toxicology effects those fields of life and nature itself. A poisoner can choose between 3 fields of study;


  • Witchbane: named after the the rare poison itself, Witchbane poisoners dedicate there life to studying how the mundane of toxins effect the arcane
  • Harvester: Harvesters are masters of scavanging anything and everything. Living as a true testiment of natures defense.
  • Faceless: preffering to stay out of the lime light letting their work speak for itself, You never know when or who they poison.

Signature Poison

also at 3rd level a poisoner choose a poison once you make this choice it can’t be unmade or changed. This Poison becomes your Signature Poison. As long as you own a poisoners kit you are assumed to have all materials needed to make this poison. If you lose your poisoners kit or it breaks you must spend twice the gold of your signature poison in materials to restock it.

The DC for your signature poison changes to 10 + your proficiency bonus + your intelligence modifier. If a creature fails its constitution save against your signature poison it is also poisoned for a number of minuets equal to your proficiency bonus. Creatures can re roll the saving throw at the beginning of their turn to over come the condition. You can have a number of signature poisons made a day equal to your proficiency bonus.

Signature Poison DC = 10 + your proficiency bonus +

your Intelligence modifier

These Poisons are unique to you and only you know the secret to making them work as effectivly. As such if you would hand out a signature poison it becomes inert. They also go inert after 24 hours if not used.

Ability score improvement

When you reach 4th level, and again at 8th, 10th, 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.

Poisoners Reach

At 5th level Vials and flasks you have gain a throw distance of 20 feet and a long distance of 60 feet. additionally your inhaled poisons poisons now effect a 10 foot cube at the point of impact.

Toxicology

At 6th level your knowledge of poisons deepens as you learn to alter them without loosing potency. when you spend the hour to craft your poisons you can change the delivery method of any poison from contact, ingested, inhaled, or injury to contact, ingested, inhaled, or injury.

You may also spend a move action or 30 minuets with your poisoners kit to change an already crafted poisons delivery method.

Extra Attack

Beginning at 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain a third attack at level 15.

Additionally Weapons you dose with poison stay dosed for two successful attacks instead of just one.

Veiled Bane

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.

Improved Study

Starting at level 11 When you use your poisoners talent you can study an additional target. Additionally Your poisoned weapons now crit on a 19 or a 20. If a creature fails its save against a condition you impose or if you crit on a single creature it only ends the study for that creature and not the other if you are studying more than one creature.

Revelation

At level 13 You've managed to break through the biggest hurdle most in your field of study come across. weapons you dose with your signature poison count as magical to overcome resistances and immunities. Additionally when a creature fails its save against a poison you've made, you can choose to have that damage be Acid, Poison, or Necrotic damage

Incessant Conditioning

At level 14 the number of saves to overcome poisons you make increase by one to a total of 2 and again at level 18 to a total of 3. Succeeding the first save negates the poisoned condition. Only the first roll a creature makes against a condition you impose gain the benefit of your signature poison.

The Perfect Study

At level 17, When you use your poisoners talent you can study an additional target to a total of 3. Your poisoners talent also doesnt end until all three of your studied targets fail their a save against a condition you impose. Weapons you dose with your signature poison now score a critical hit on a 18-20.

Nightshade

At level 20 Whenever a creature fails its save against your signature poison they also gain a level of exhaustion. Levels of exhaustion gained this way do not stack with level of exhaustion gained from another source. such as going without food or sleep. (Any creature who reaches 6 levels of exhaustion die)

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

If a spell you would cast deals poison damage you can instead use your Revelation ability to change it to acid or necrotic damage instead. this also works for spells you cast that would deal acid damage or necrotic damage.

Patron of Poisons

When You reach level 18 in this class as long as you have your recipe book in your possession poisons you craft using your poisoners craft can be cast as a touch spell using your intelligence for your spell attack modifier. casting a poison this way expends a use of that poison and one of your lowest spellslots available.

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).

Natures Defense

Starting at level 18 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

When you reach level 20 As long as your animal companion is within 5 feet of you you gain the following benefits,

  1. Your movement can't be reduced because of difficult terrain
  2. You gain a climb speed, a swim speed, and a burrow speed equal to your walk speed
  3. You gain darkvision out to 60 feet. if you already have dark vision it increases another 20 feet.
Part 2 | Your Introduction
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.