Ranger
Base Class: Ranger

Poison Master rangers have extensive knowledge of nature, having spent a significant amount of time living in it and learning all there is to know about its inhabitants. As such, the Poison Master ranger has expert knowledge of which flora and fauna yield the most potent toxins. They infuse these toxins with magic to enhance their potency, enabling them to be a truly deadly foe.

Improved Poisoner’s Kit

Starting at 3rd level, you are finally able to put all your knowledge of poisons into practice. You gain proficiency with the poisoner's kit. You also have advantage on Nature checks to locate and harvest any components used for poison-making. When crafting a poison with the poisoner’s kit, you can make progress toward the total market value of that poison in 50-gp increments per day instead of 5-gp (i.e. it would take you 4 days to make a Basic Poison (200gp) instead of 40 days). You must still expend raw materials worth half the total market value of the poison being crafted as well as any special ingredients dictated by your DM.

Magically-Infused Poison

Also starting at 3rd level, you gain the ability to infuse your magic into a small container of water creating a potent, magical poison. You can magically create one of the following poison once per long rest. The poisons you can create with this feature increase as you level up:

  • Basic Poison (Level 3)
  • Serpent Venom (Level 5)
  • Drow Poison (Level 9)
  • Wyvern Poison (Level 13)
  • Purple Worm Poison (Level 17)

You can make enough poison for three separate applications. The DC for poisons created with this feature is equal to your Spell Save DC but all other effects match the poison’s original description. Any unused poison created using this feature returns to water after you complete a long rest.

Unimpeded Toxin

Starting at 7th level, your vast knowledge of toxins lets you poison even the most resilient foes. The poison damage you deal from your spells and your Magically-Infused Poison and the Poisoned condition inflicted by your spells and your Magically-Infused Poison ignores poison immunity and immunity to the Poisoned condition. Any creature that would be immune to the poison damage from these sources is instead resistant.

Venomous Sabotage

Starting at 11th level, you can use your magic to sabotage your enemy’s ability to withstand your deadly poisons. Whenever a creature is forced to make a saving throw against any of your spells that deal poison damage or against the effects of any of your Magically-Infused Poisons, you can use your reaction to impose disadvantage on that saving throw or, if they have advantage on the saving throw, nullify their advantage and make them roll only one die instead.

Potent Poisoner

Starting at 15th level, your ability to target other creatures’ weaknesses with your poisons becomes otherworldly. As a bonus action, you can choose a creature within 60 feet of you and make them vulnerable to poison damage until the start of your next turn. If the creature is resistant, they lose that resistance and take damage from poison normally. You can only use this feature once per long rest.

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