Base Class: Ranger
Venom is one of the most common but unique adaptations the animal kingdom has bestowed to its beast. And poison can be found in all kinds of plants in the wilderness. Whether it be the venom of the mightiest Wyvern stinger or the cyanide in a mere appleseed, you have learned to harvest and extract these substances with expertise. With this knowledge, you have also learned how to incorporate this study into your prowess in combat, being able to temporarily deliver your own special brand of extremely debilitating and painful venom against those who dare fight you. And should one not be familiar with the pain of poison, they will when they meet you.
Toxic Combatant
3rd-level Poison Taker feature
You use your knowledge of venoms and poisons to enhance your attacks against the foes and enemies you face. You gain proficiency with the Poisoner's kit if you don't already have it.
Whenever you use a poison, it ignores immunity to the poisoned condition and Resistance to poison damage. You can choose to set the saving throw DC for poisons equal to your spellcasting DC.
Poison Expert
3rd-level Poison Taker feature
Your experience from extracting venom and researching poison from animals and plants have made you extremely adept regarding toxins. With one hour of work, you can create a number of doses of bold poison below equal to 1 + your Wisdom modifier. Creating a bold poison requires you to have a poisoner’s kit on your person, and the bold poison lasts until it is used or until the end of a long rest.
As a bonus action, you choose to expend a dose of bold poison to cause a creature you hit to be Poisoned. The creature can make Constitution saving throws at the start of its turn to end the effect or suffer one of the following effects of your choice until the end of its next turn.
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Poison Type |
Effect |
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Psychedelic |
While Poisoned, the creature is trapped in a trance, being either Charmed or Frightened by you. The creature has Disadvantage of Wisdom saving throws. |
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Mutagen |
While Poisoned, the creature's body begins to swell violently. It is Blinded, can’t make more than one attack on its turn and while unable to properly speak. |
|
Venom |
While Poisoned, the creature begins to succumb to its injuries. The creature takes poison damage equal to your Ranger level and automatically fails Strength checks. |
|
Toxin |
While Poisoned, the creature succumbs to immediate crippling pain. The creature falls Prone and can only crawl while unable to use objects nor concentrate. |
|
Aid |
While Poisoned, the creature feels the opposite effects of the poison effect. The creature gains 10 temporary hit points and advantage on attack rolls and ability checks. |
Venomous Transmutation
7th-level Poison Taker feature
You can now infuse your primal magic you possess into the poisons you make to change the nature of how your poison can be administered while enhancing its potency. Choose one of the following transmutations: Inhaled, Contact, Ingested, Injury.
As a bonus action, you can expend one spell slot and a bold poison to make it perform the transmutation effect you selected. When you finish a short or long rest, you can switch one transmutation method for another.
Venomous Transmutation: Contact
You create a 30-foot long and 5-foot wide line. Each creature in the line must succeed on a Dexterity saving throw or is Poisoned, taking 2d8 poison damage at the start of their turns unless they use their action to expel the poison. Creatures who are wearing Heavy Armor are unaffected.
Venomous Transmutation: Ingested
Make a ranged spell attack against a creature you can see within 30-feet of you. On a hit, the creature is Poisoned. Additionally, it can’t take reactions, regain hit points, and its speed is reduced to 0. At the end of each of its turns, it can make a Constitution check to end this effect. Creatures that lack access to a mouth are unaffected.
Venomous Transmutation: Inhaled
You create a 30-foot sphere centered on you. For 1 minute, any creature of your choice that starts their turn in the area is Poisoned and can only see within 5 feet of themselves. Additionally, you have advantage on attack rolls against creatures who are in the sphere. Creatures who don't need to breathe are unaffected.
Venomous Transmutation: Injury
Your weapon or pieces of ammunition that deals either piercing or slashing damage deals an extra 1d8 poison damage on attack rolls that hit for 1 minute. At the end of your turns, the creature must then succeed on a Constitution saving throw. On a failure, the target is Poisoned for until the end of their next turn.
Master Stinger
11th-level Poison Taker feature
You know how to make your poisons even more potent, becoming a master of your craft. You can regain 1 bold poison whenever you finish a short rest while equipped with your poisoner's kit. Your poisons now ignore immunity to poison damage. You gain resistance to poison damage, and you are now immune to the poisoned condition.
Vitriolic Burial
15th-level Poison Taker feature
You have completely mastered the art of extracting, creating, and inflicting poisons onto your foes. As an action, you can expend 3 bold poison against a creature of your choice and then make a weapon attack as part of the action. If the attack hits, the creature must succeed on a Constitution saving throw or become Unconscious. The creature cannot regain hit points from regeneration, magic, or any other means. The creature can repeat Constitution saving throws at the end of its turns to end this effect. On a success, the creature takes 6d12 + your Ranger level of poison damage and is Poisoned until the end of its next turn.
Previous Versions
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3/7/2024 9:09:07 AM
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3/7/2024 9:34:23 AM
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