Druid
Base Class: Druid

Druids of the Circle of Venom blend a deep understanding of toxins with their Druid magic to blast with poison and assume terrifying forms. They use their skills to protect their territories and take down their prey, whether through spell or venomous fang. 

Level 3: Toxic Trickery

You have delved deeply into the study of poisons and toxins and can use this knowledge to enhance your spells.

Your Druid spells and Venomous Form actions may ignore Poison resistance.

You always have the Ray of Sickness spell prepared and can cast it without a spell slot. Once you have cast it this way, you may not do so again until you have completed a long rest.

You always have the Poison Spray cantrip prepared and whenever you cast it, you can choose one additional effect:

  1. Cobra Spit  - You can increase the range to 90 feet
  2. Poison Splash - One additional target within 5 feet of the first takes half damage (round up)
  3. Stealthy Strike - You can cast the cantrip without components. If you make this attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.

Level 3: Venom Warrior

When you attack a target affected by the Poisoned condition, you can do so with advantage.

Whenever your Druid spell or Venomous Form action triggers a saving throw against taking poison damage or applying the poisoned condition, the target has disadvantage on the roll if you have dealt them poison damage that round.

Level 3: Venomous Forms

You may use your Wildshape feature to assume a Venomous Form. When you do so, choose one of the following forms:

Venomous Form

AC 10 + twice Wisdom Modifier

PB equals your Proficiency Bonus

Senses Darkvision 60 ft.

Skill You gain proficiency in the listed skill while in that form

Speed 40 ft

Stats

 

Strength

Equal to Wisdom Score

Dexterity

Equal to Wisdom Score

Constitution

Equal to Wisdom Score

Intelligence

Druid’s Own

Wisdom

Druid’s Own

Charisma

Druid’s Own

 

Temporary HP Equal to Druid's level

1) Venomous Crypt Crawler

This giant centipede specialises in preying on the undead, and its venom attacks the energy that binds its victim's very form together

Size Medium

Senses [sense]Blindsight[/sense] 30 ft.

Skill Acrobatics

Speed Climb 40ft

Spider Climb. You can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Entropic Essence Whenever you cast a spell or perform an action listed below which could cause poison damage, you can choose instead to deal acid or necrotic damage; if it would cause the  Poisoned condition it instead causes the target/s to have the Enervated condition for the same duration. An enervated target can choose to either move or take an action on its turn. This condition is not affected by immunity to the Poisoned condition. Bonus actions and reactions are not affected.

Actions

Bite Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + Str modifier piercing damage plus 2d4 Poison damage (3d4 against an Enervated target)

Venomous Spew (Recharge 4-6) You regurgitate a blob of vomit at a point on a surface within 15ft, where it bursts in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw vs your spell save DC Failure Take Poison damage of a number of d4s equal to your Wisdom modifier and have the Enervated condition. Success Half damage only

2) Venomous Giant Spider

Size Large 

Skill Stealth

Speed Climb 40ft

Spider Climb You can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Web Walker The spider ignores movement restrictions caused by webs, and it knows the location of any other creature in contact with the same web.

Actions

Bite Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d4 + Str modifier Poison damage (4d4 + Str modifier against a poisoned target) and the target has the Poisoned condition until the start of your next turn

Web Bolt (Recharge 4-6) Dexterity Saving Throw: Your spell save DC, one creature the spider can see within 60 feet. Failure: Target takes Bludgeoning damage of a number of d4s equal to your Wisdom modifier and has the Restrained condition until the end of your next turn. The target may use its action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. Using this action again immediately releases the previous target and removes the Restrained condition from them.

3) Venomous Serpent

Size Medium

Skill Stealth

Speed Swim 40ft

Amphibious The Venomous Serpent can breath in air or water

Actions

Bite Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 1d8 + Str modifier piercing damage plus 2d4 Poison damage (3d4 against a Poisoned target)

Venom Spit (Recharge 4-6) Constitution Saving Throw: Your spell save DC, one creature you can see within 15 feet. Failure: The target has the Poisoned condition until the end of your next turn. While poisoned in this manner, is also has the Blinded condition 

Level 3: Venomous Spells

When you reach a Druid level specified in the Venomous Spells table, you thereafter always have the listed spells prepared.
In addition you can cast the spells from this feature, as well as Poison Spray and Ray of Sickness, while you're in a Venomous Form.

Druid Level      Prepared Spells

3                       Healing Word

5                       Stinking Cloud (no material component required when cast in Venomous Form)

7                       Giant Insect

9                        Cloud Kill

Level 6: Gift of the Bezoar

You gain resistance to Poison damage.
You are immune to the Poisoned condition.
Whenever you use a spell slot to cast a spell which heals hit points, you may remove the Poisoned condition from one of the targets of the spell. This applies to one, pale green, berry created by a Goodberry spell.

Level 6: Toxic Tactician

When you attack a creature affected by the Poisoned or Enervated condition, you score a critical hit on a 19 or a 20.
If you cast Ray of Sickness with a 3rd level or higher spell slot, you can use your bonus action to cast Poison Spray until the end of your turn
When you assume a Venomous Form you may use the Venomous Multiattack action. This allows the use of two of that form's melee attacks, or one such attack and one of its other listed actions.
Your Venomous Forms can use Disengage as a Bonus Action

Level 10: Toxic Shock

Your ability to wield venom has deepened.

 

When you apply the Poisoned or Enervated condition to a target already affected by such a condition, you may use your Reaction to apply Toxic Shock. When you do so the target must roll a Constitution saving throw vs your Spell Save DC. Failure Target is no longer Poisoned or Enervated but has the Incapacitated condition until the start of your next turn. While incapacitated in this way, it is also Paralyzed until it takes any damage. Success it can't dash, dodge, disengage or use its reaction until the start of your next turn.

Level 10: Improved Venomous Forms

All your Venomous Forms' movement speeds increase by 10 feet.

All of your Venomous Forms' Senses are doubled in range.

Your Venomous Form may be one size larger than listed.

Your Venomous Form confers expertise in its listed skill.

 

You gain access to the following Venomous Forms:

4) Venomous Scorpion

Size Large

Senses [sense]Blindsight[/sense] 30 ft.

Skill Athletics

Speed Burrow 10 ft

Actions

Claw Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + Str modifier bludgeoning damage plus the target has the Grappled condition (escape DC equal to your Spell Save DC) if it is your size or smaller, from one of your two claws.

Telson Sting (recharge 4-6) Constitution Saving Throw Your spell save DC, reach 10 ft. Failure: 1d8 + Str modifier Piercing damage plus 2d4 Poison damage (3d4 against a poisoned target) and applies the Poisoned condition until the end of your next turn.

5) Venomous Hornet

Size. Medium

Skill Acrobatics

Speed Fly 40ft

Flyby  The Venomous Hornet doesn't provoke Opportunity Attack when it flies out of enemy reach.

Actions

Stinger Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + Str modifier piercing damage plus 2d4 Poison damage (3d4 against a poisoned target).

Grasp and Sting (Recharge 4-6) Strength Saving Throw: Your Spell Save DC. Failure If the target is your size or smaller, it has the Grappled condition (escape DC your Spell Save DC) from all of your legs. It also has the Poisoned condition until the start of your next turn. Attempting to use this feature again immediately releases any currently grappled creature.

Bonus Action

Surge If your movement speed has not been reduced to zero and you are not encumbered or grappling a creature then you may fly 20ft

 

 

Level 14: Venom Mastery

1) You may cast Poison Spray as one of the two components of your Venomous Multiattack

2) When you would take poison damage you may use your reaction to become immune to that instance of it

3) When you cause damage to a target Paralyzed by your own Toxic Shock, this does not remove the Paralyzed condition from it

 

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