Base Class: Ranger
To be a Toxicant Agent is to not only understand nature's dangers, but to wield them as powerful weapons, tools to strike down foes as you infect their blood. Poisons and venoms will seep into their veins and turn them into lifeless husks.
Apprentice Agent (Injury Poisons)
When you select this archetype at 3rd level, you gain the ability to create powerful toxins. After a long rest, you may prepare one injury poison and one contact poison, detailed in Poison List below. Once you take a long rest, your prepared poisons are no longer prepared, and you must prepare your choice of toxins again. Your poisons' saving throw DC is the same as your spell save DC.
Unless stated otherwise, you have a number of uses for each injury poison prepared equal to your proficiency bonus, and if a poison which is applied to a melee weapon or ammunition is used against a creature, then the poison becomes no longer applied. All expended uses of this feature are regained on a short or long rest.
Corrosive Ooze
While this poison is prepared, it can be thrown at a creature within 30 feet that you can see as an action. When you throw it, you must make a ranged weapon attack which you have proficiency with against the target using your Dexterity modifier. If the target is hit, its AC is reduced by 2 for either 1 minute or until the creature takes its action to remove the toxin. A creature cannot be affected by this poison if it is already afflicted with it unless it is inflicted by a different creature than that which inflicted the active effect.
Scorpion Sting
When you prepare this poison after a long rest, or when you take a long rest with this poison prepared, you may apply it to one weapon in your possession. Any damage dealt with this weapon will deal an additional 1d8 acid damage. The effect is removed from a weapon at the end of a long rest unless the venom is applied to the weapon again.
The damage inflicted by this feature increases to 2d8 at 7th level, and 3d8 at 14th.
Shadow Essence
While this poison is prepared, you may apply it to any melee weapon or ammunition as a bonus action. If you successfully hit a creature with the affected weapon, the creature must make a Constitution saving throw. On a failed save, the creature's attack rolls are reduced by 2 for 1 minute, or until it takes an action to remove the poison. A creature cannot be affected by this poison if it is already afflicted with it unless it is inflicted by a different creature than that which inflicted the active effect.
Apprentice Agent (Contact Poisons)
When you select this archetype at 3rd level, you gain the ability to create powerful toxins. After a long rest, you may prepare one injury poison and one contact poison, detailed in Poison List below. Once you take a long rest, your prepared poisons are no longer prepared, and you must prepare your choice of toxins again. Your poisons' saving throw DC is the same as your spell save DC.
Unless stated otherwise, you have a number of uses for each contact poison prepared equal to your proficiency bonus. All expended uses of this feature are regained on a short or long rest.
Anxious Fumes
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the poison must make a Constitution saving throw. On a failed save, the creature becomes frightened of you for 1 minute. At the end of the creature's turn, it may make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Frog Secretion
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the retaliation must make a Constitution saving throw or take 1d10 acid damage, or half as much on a successful save.
The damage of this feature increases to 2d10 at 7th level, 3d10 at 12th level, and 4d10 at 17th level.
Maddening Smelling Salts
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the poison must make a Constitution saving throw. On a failed save, the creature must use its reaction to make a weapon attack against the nearest creature that is not you. If the creature cannot make an attack, it falls prone.
Noxious Flora
While this poison is prepared, when a creature makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the triggering attack roll is subtracted by 2.
Brewer of Poison
At 3rd level, you obtain proficiency with poisoner's kits.
Acidic Weapon
At 7th level, when you make a weapon attack against a creature that is poisoned, you may add an additional 1d4 acid damage to your attack's damage.
Comfort in Brewing
Additionally at 7th level, you may prepare new poisons on a short rest.
Toxin Extraordinaire (Injury Poisons)
When you reach 11th level, when you prepare poisons at the end of a long rest you may choose to prepare one additional injury poison and one additional contact poison. If you prepare the same poison twice, the feature's number of uses are doubled.
Unless stated otherwise, you have a number of uses for each injury poison prepared equal to your proficiency bonus, and if a poison which is applied to a melee weapon or ammunition is used against a creature, then the poison becomes no longer applied. All expended uses of this feature are regained on a short or long rest.
Corrosive Ooze
While this poison is prepared, it can be thrown at a creature within 30 feet that you can see as an action. When you throw it, you must make a ranged weapon attack which you have proficiency with against the target using your Dexterity modifier. If the target is hit, its AC is reduced by 2 for either 1 minute or until the creature takes its action to remove the toxin. A creature cannot be affected by this poison if it is already afflicted with it unless it is inflicted by a different creature than that which inflicted the active effect.
Scorpion Sting
When you prepare this poison after a long rest, or when you take a long rest with this poison prepared, you may apply it to one weapon in your possession. Any damage dealt with this weapon will deal an additional 1d8 acid damage. The effect is removed from a weapon at the end of a long rest unless the venom is applied to the weapon again.
The damage inflicted by this feature increases to 2d8 at 7th level, and 3d8 at 14th.
Shadow Essence
While this poison is prepared, you may apply it to any melee weapon or ammunition as a bonus action. If you successfully hit a creature with the affected weapon, the creature must make a Constitution saving throw. On a failed save, the creature's attack rolls are reduced by 2 for 1 minute, or until it takes an action to remove the poison. A creature cannot be affected by this poison if it is already afflicted with it unless it is inflicted by a different creature than that which inflicted the active effect.
Toxin Extraordinaire (Contact Poisons)
When you reach 11th level, when you prepare poisons at the end of a long rest you may choose to prepare one additional injury poison and one additional contact poison. If you prepare the same poison twice, the feature's number of uses are doubled.
Unless stated otherwise, you have a number of uses for each contact poison prepared equal to your proficiency bonus. All expended uses of this feature are regained on a short or long rest.
Anxious Fumes
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the poison must make a Constitution saving throw. On a failed save, the creature becomes frightened of you for 1 minute. At the end of the creature's turn, it may make a Wisdom saving throw. On a successful save, the effect ends for that creature.
Frog Secretion
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the retaliation must make a Constitution saving throw or take 1d10 acid damage, or half as much on a successful save.
The damage of this feature increases to 2d10 at 7th level, 3d10 at 12th level, and 4d10 at 17th level.
Maddening Smelling Salts
While this poison is prepared, when a creature successfully makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the creature which triggered the poison must make a Constitution saving throw. On a failed save, the creature must use its reaction to make a weapon attack against the nearest creature that is not you. If the creature cannot make an attack, it falls prone.
Noxious Flora
While this poison is prepared, when a creature makes a weapon attack against you, you may use your reaction to retaliate. When you retaliate with this poison, the triggering attack roll is subtracted by 2.
Stronger Blood
At 15th level, your blood becomes strong and becomes capable of resisting natural threats. You have immunity to acid damage and poison.
Previous Versions
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2/25/2024 8:10:52 PM
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