Warlock
Base Class: Warlock

A jar sealed. A prison filled with venomous life. A survivor made from endless suffering.

The Poison Jar is not a singular entity but an embodiment — the lingering will of countless poisonous creatures once trapped together, their bodies rotting and their souls fusing into a single hateful presence. Some whisper it was born from a forgotten god’s experiment, a relic designed to hold pestilence, vermin, and decay until even the strongest toxins learned to survive within. Others claim the jar itself grew a mind over the centuries, the echo of every creature that ever gasped for air within it.

A warlock of the Poison Jar is marked by paradox. You are both victim and survivor, prey and predator, vessel and poison. The patron teaches that endurance is found not in purity but in corruption — that one must suffer through the foulest of trials to emerge unbroken. Your spells ooze with venom, your blood thickens with toxins, and your very presence becomes suffocating.

Toxic Infusion

Your patron’s legacy courses through your veins.

Whenever you deal damage with a spell, you can choose to have it deal poison damage instead.

You ignore poison resistance when dealing poison damage.

Sealed Poison

You gain resistance to poison damage and advantage on saving throws against the Poisoned condition.

Venom Feast

You can consume poison to sustain yourself.

As a bonus action, you can end the Poisoned condition on yourself or on a creature within 10 feet of you. When you do so, you regain hit points equal to 1d8 + your Charisma modifier + your proficiency bonus.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Jar of Endless Suffering

Your patron’s prison manifests in your grasp.

As an action, you conjure a spectral jar in an unoccupied space within 30 feet of you, attempting to trap one creature you can see within 30 feet of the jar. The target must make a Strength saving throw against your spell save DC. On a failure, the target is trapped inside the jar for up to 1 minute.

While trapped:

  • At the start of each of its turns, it takes 2d6 poison, 2d6 bludgeoning, 2d6 piercing, and 2d6 necrotic damage.
  • At the end of each of its turns, it can make either a Strength saving throw to escape the jar, or a Dexterity saving throw to reduce the damage taken on its next turn by half.
  • The jar has AC 15 and hit points equal to twice your warlock level. If destroyed, the creature inside is freed.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

Gift of Survival

You become a living embodiment of the jar’s unholy resilience.

You are immune to poison damage and the Poisoned condition.

When you deal poison damage, it ignores resistance and immunity.

Whenever you deal poison damage to a creature, you can choose to siphon vitality. Once per turn when you deal poison damage, regain hit points equal to half your Charisma modifier (rounded up, minimum of 1).

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