Ranger
Base Class: Ranger

The Envenomer is an expert in the craft and use of injury poisons. They have learned obscure poisoning techniques through extensive training, divine revelation or the like.

As the use of poison is often illegal in societies, many dwell in the shadows of civilisation, especially where using poison is considered cowardly or evil.

 

Utilising crafty knowledge and resources, you can recover poisons from weapons to be used again.

You can even apply poison which remains potent on weapons for much longer, though with decreased potency.

As you progress, you can learn to enhance your poisons with magic and craft wild poisons with unusual effects.

Venomcraft

At 3rd level, you gain proficiency with the Poisoner’s kit.

Additionally, you can use a Poisoner’s kit to recover poison from your weapons.

You spend 10 minutes removing poison from a weapon. If the poison’s DC is equal to or below 10 + your Proficiency bonus, you successfully recover a dose of the poison.

Otherwise, you make a Dexterity (Poisoner’s kit) check against the poison’s DC. On a success, you recover a dose. On a fail, the poison is lost.

Persistent Poison

At 3rd level, you can spend 10 minutes to apply poison to a weapon or up to 3 pieces of ammunition. The poison remains potent on the weapon until dawn.

However, doing this makes the poison less effective. Creatures have advantage on their Constitution saving throw to resist your Persistent Poisons.

Venomancy

At 7th level, you have learned to invoke the primal essence of poisons and to control their power.

When a creature you can see within 30 ft is subject to a poison, you can use your reaction to impose either advantage or disadvantage on their Constitution saving throw.

Once you have used this ability, you can’t do it again until you finish a long rest.

Crazy Venom

At 11th level, you can envenom weapons with a mind-clouding poison.

After 10 minutes of magical incantations, you can envenom a weapon or up to 3 pieces of ammunition with Crazy Venom.

Creatures hit by a weapon or ammunition coated with Crazy Venom make a Wisdom saving throw. Creatures that fail their saving throw take 3d10 psychic damage and are incapacitated until the end of their next turn.

The Wisdom saving throw DC for a dose of Crazy Venom is equal to 10 + your Proficiency bonus.

 

Crazy Venom loses potency at dawn or when delivered through a wound.

Once you have crafted Crazy Venom you can’t do it again until you finish a long rest.

Superior Venomcraft

At 15th level, you gain one of the following features of your choice.

Enchanted Venom

Using your action, you can expend a Ranger spell slot to enchant a dose of poison.

Creatures that fail their saving throw against Enchanted Venom take an additional 3d8 points of poison damage.

Creatures with immunity or resistance to poison damage instead take an additional 6d8 points of radiant damage.

This enhancement lasts until dawn.

Irritant Venom

When a creature takes damage from your crafted or enhanced poisons, they are automatically poisoned until the end of their next turn.

Lethal Venom

When a creature with less than 20 HP takes damage from your poisons, they immediately die.

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