Base Class: Wizard
The tradition of the swamp sages comes from cultures that inhabit marshy or tropical areas. They are almost the only wizards among lizardmen, slugmen, grungs and bullywugs. Among the tabaxi are a very common sight. Some of them have a lot of to do with the plane of Ooze. The arcanists of this school rarely study in great academies. They can control poisons and acid. They also often have healing or alchemy skills.
Alchemist
You gain proficiency with Alchemist’s Supplies, Poisoner's Kit and Herbalism Kit
Expanded Spelllist
Also, on 2nd level you can choose any spell, dealing poison, or acid damage, instead of the ones in the wizard spell table.
Bonus Proficiencies
You have proficiency with simple weapons and light armor.
Panacea
At 6th level, when you take poison damage, you can use your reaction to gain a number of temporary hit points equal to poison damage you suffered, up to your wizard level. This hit points lasts for up to one minute.
Swamp Healing
All your healing spells, heals additionall hit points equal to your half your wizard level.
Pernicious Magic
At 10th level targets of your spells, dealing poison, or acid damage, suffer disadvantage on their saving throws and you get advantage on your hit rolls.
Crippling Poison
At 14th level you can, as a bonus action, inflict one of the effects, using one of your poison charges. You have number of charges equal to you intelligence modifier. You regain all uses on long rest.
| Condition | Charges |
|---|---|
| Blindness | 1 |
| Deafness | 1 |
| Frightened | 2 |
| Poisoned | 2 |
| Incapacitated | 3 |
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