Base Class: Fighter
Due to various circumstances, you have become endowed with primordial energies toxicity and disease. Explain the origin of your newly awakened affinity; whether it is a divine blessing, the power of a bloodline, a strange coincidence, a deal with the (proverbial) devil, or some other fifth thing. What physiological changes has this elemental endowment brought about?
Your save DC for this subclass is 8 + your Constitution modifier + your proficiency bonus.
Myriad Poison Physique
3rd level martial archetype feature.
Your blood is suffused with one-hundred poisons and your flesh is home to one-hundred plagues. You gain resistance to poison damage and immunity to the poisoned condition. You are immune to both mundane and magical diseases.
Contaminating Attacks
3rd level martial archetype feature.
Poison damage caused by you ignores resistance to poison damage.
Additionally, if you are making an attack using poison and roll a 19-20 on the die, the creature hit by your attack must succeed on a Constitution saving throw or become poisoned until the end of its next turn.
Toxic Body
3rd level martial archetype feature.
Your flesh and blood are toxic. They are a poison that can be applied in the following ways.
- Flesh and Blood Ingestion. A creature that ingests your flesh or blood takes poison damage equal to 2d4 + your Constitution modifier and must succeed on a Constitution saving throw or become poisoned until the end of its next turn. A creature is considered to have ingested your flesh and blood if it hits you with a bite attack or swallows you. If your blood is mixed with food or drink, it retains potency for 1 hour.
- Mixing Blood. If you and a creature you are entangled with both have less than your maximum hit points, that creature takes 1d4 poison damage at the start of each of its turns it remains in contact with you.
- Bloodied Weapons.You can use a bonus action to apply your blood to one weapon or up to three pieces of ammunition which remain bloodied until the end of your turn. Unless your current hit points are less than half your maximum, you take 1d4 slashing damage that cannot be reduced. A creature hit with a bloodied weapon takes 1d4 additional poison damage.
Your flesh and blood poison damage dice increase at 7th level (1d6), 10th level (1d8), 15th level (1d10), and 18th level (1d12).
Endowment of Affliction Advancement Options
7th level martial archetype feature.
Choose one option from the list below. You can choose an additional option at 10th and 15th level.
Alcohol Is Not Poison, It's A Vitamin
Due to various reasons which I leave as an exercise to the reader, you can create alcohol that bypasses poison immunity and can even grant temporary hit points. You gain proficiency with brewer's supplies, if you do not already have it, and you can add twice your proficiency bonus to rolls made with them.
Additionally, you can create alcohol of world-renown quality. Given enough time, you can produce supernaturally exquisite beverages. You can spend one Tenday and 100 gp to brew a barrel of alcohol with 10 doses. Define what this alcohol is like and what was used to brew it. One dose can be consumed as an action and grants temporary hit points equal to 2d4 + twice your proficiency bonus. These temporary hit points are in addition to any other temporary hit points and they disappear after 6 hours.
Of course, however, good alcohol gets you more drunk. One dose of alcohol imposes -1 to any Dexterity, Wisdom, or Intelligence rolls. Two doses imposes a -2, etc. A creature stops being drunk after 6 hours. If a creature drinks more doses than their Constitution modifier, they fall unconscious for 8 hours and cannot be forcefully awoken for 4 hours. Once the alcohol loses its effect after 6 hours, a creature becomes hungover. A hungover creature has disadvantage on everything for a number of hours equal to 6 - its Constitution modifier. Spells such as lesser restoration can be used to end the effects of alcohol or cure the hungover condition.
Alcohol cannot revive a downed creature. A dose of alcohol must be consumed voluntarily and cannot be applied to another creature (that's illegal). A female creature who is pregnant or may become pregnant should not consume alcohol.* A creature should not consume alcohol if it is below the age of adolescence for its race.* Excessive consumption of alcohol may result in health disorders.*
*this statement does not apply to creatures of Dwarven blood
Anesthesia
Once per short rest as a bonus action, you can emit a puff of nauseating fumes to fill a 5 foot square adjacent to you. The cloud of fumes is invisible and odorless and it dissipates at the start of your next turn. A creature that enters or moves through the cloud's area will be forced to make a Constitution saving throw at the start of your next turn. On a failed save, a creature gains 1d4 levels of temporary exhaustion. At the start of each of its turns for 10 minutes, the creature must attempt a Charisma saving throw to suppress their intoxicated state. If they succeed, their temporary exhaustion is reduced by 1 level. The anesthesia loses its effect after 10 minutes.
A creature automatically succeeds the Constitution saving throw if is immune to being poisoned. A creature becomes unconscious for 10 minutes if it fails the Constitution saving throw by 10 or more.
Necrotoxin
You can produce toxins that eat away at organic materials. Your unarmed and weapon attacks can count as both poison damage and necrotic damage in addition to their normal damage type. Additionally, you can now afflict the poisoned condition on corporeal undead that are immune to the poisoned condition, so long as they do not have immunity to necrotic damage.
Neurotoxin
Once per short rest as part of an unarmed or weapon attack, you can afflict a creature with a paralytic neurotoxin. A creature hit by this attack must succeed on a Constitution saving throw or become effected by the neurotoxin until the start of your next turn. A creature effected by the neurotoxin has disadvantage on ability checks and saving throws that rely on Strength or Dexterity. It has disadvantage on attack rolls. Attacks against that creature are made with advantage.
Plague Bearer
Once per long rest as an action, you can exhale a black cloud of plague ridden smoke in a 10 foot cone. A creature within the cone must succeed on a Constitution saving throw or become afflicted by your plague. A creature who fails this saving throw can reattempt it at the end of each of its turns until it succeeds. If it fails a saving throw by 10 or more, it must wait 10 minutes before reattempting the saving throw. If it fails by 10 or more consecutively, it remains diseased until it is cured or dies.
Your plague causes black puss filled boils to rapidly form on the surface of a creature's skin. These boils are extremely painful. While diseased, a creature's movement speed is reduced by half and it has disadvantage on Dexterity or Strength saving throws. At the end of each of its turns and every time it takes damage, a diseased creature takes an additional 1d4 necrotic damage. A creature that ingests the flesh or puss of a diseased creature will contract this plague.
The damage of your plague increases at 10th level (1d6), 15th level (1d8), and 18th level (1d10).
Poison Eater
You can consume a dose of poison as a bonus action. Any damage caused by the poison will instead heal you and any negative conditions inflicted by the poison can instead by removed by it. If you are hit by an attack that deals poison damage, you regain a number of hit points equal to half the amount of poison damage you receive.
Poison Is Relative
You gain proficiency with the poisoner's kit and the herbalism kit, if you do not already have it. You have advantage on skill or ability checks related to poison.
You can reverse the effects of any poison you obtain. For example, you can take a vail of poison that normally does 2d6 poison damage and convert it into a healing potion that restores 2d6 hit points. You can also take a vail of poison that induces paralysis and convert it into a potion that cures paralysis, etc. With the aid of a poisoner's kit, you can convert one dose of poison into one dose of medicine during a short rest. You can convert three doses as part of a long rest.
Spirit Poison
As an action, you can condense a spiritual poison which imbues your weapon with the primordial essence of toxicity. For 1 hour, the imbued weapon's damage type counts as psychic in addition to any other damage types it possesses. When using this weapon to attack incorporeal creatures, such as a ghost, it does additional psychic damage equal to your proficiency bonus. This ability can be used once per short rest.
Venomous Strike
As an action, you can make one normal unarmed or weapon attack imbued with magical venom. A creature hit by this attack takes an additional 3d6 poison damage and must succeed on a Constitution saving throw or become poisoned and have its speed reduced by half. At the end of each of its turns until it succeeds, a creature that failed this saving throw takes 3d6 poison damage and must reattempt the saving throw. This ability can be used twice per long rest.
The damage of this ability increases by 1d6 at 10th level (4d6), 15th level (5d6), and 18th level (6d6).
10th level advancement
Chose one option from the Endowment of Affliction Advancement Options.
15th Level Advancement
Choose one option from the Endowment of Affliction Advancement Options.
Elemental Progression
18th level martial archetype feature.
You can afflict souls, corrupt the elements, and taint the weave, doing half damage to creatures that are normally immune to poison damage. Creatures with immunity to the poisoned condition can be poisoned by you and creatures that are immune to disease can still be effected by your plagues, however they have advantage on saving throws against being poisoned or diseased.
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Posted Nov 16, 2023It is incomplete and I will likely never complete it. It can be considered a rough draft, at best. I do not recommend using this subclass, but feel free to 'plagiarize' any of its content for your own purposes
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Posted Nov 14, 2023What do you mean by ignore this?