Fighter
Base Class: Fighter

Poison is a weapon feared by most warriors and mastered by few. Viridian Knights take that mastery further, willingly subjecting themselves to the Viridian Trial, a deadly rite of toxins and alchemical alteration from which many never return.

Those who survive are changed. Venom courses through their bodies as naturally as blood, harmless to them but lethal to those who stand against them. With every wound they inflict, their toxins spread deeper through their victim, weakening the body until even the strongest foe begins to succumb.

To a Viridian Knight, poison is no longer merely a substance applied to a blade. It is part of what they are.

Level 3: Viridian Constitution

Your completion of the Viridian Trial has permanently altered your body, allowing you to withstand toxins that would debilitate an ordinary warrior.

You have Resistance to Poison damage, and you have Advantage on saving throws you make to avoid or end the Poisoned condition.

In addition, you automatically recognize common poisons, and you have Advantage on any ability check you make to identify or learn about a poison.

Level 3: Viridian Venom

The Viridian Trial has transformed the toxins within your body into a supernatural venom that you can channel through your weapons. You learn two Viridian Venoms: Taipan's Bite and Widow's Kiss.

Toxin Dice

You have four Toxin Dice, which are d6s. A Toxin Die is expended when you use it, and you regain all expended Toxin Dice when you finish a Short Rest or Long Rest.

You gain an additional Toxin Die when you reach Fighter levels 7 and 15. Your Toxin Dice become d8s at Fighter level 10 and d10s at Fighter level 18.

Rolling a Toxin Die doesn't expend it unless a feature specifically says otherwise.

Viridian Save DC

Some of your Viridian Knight features require a creature to make a saving throw. The save DC equals 8 + your Constitution modifier + your Proficiency Bonus.

Envenom

When you hit a creature with a weapon attack, you can expend one Toxin Die to Envenom the target with Taipan's Bite or Widow's Kiss. The target gains 1 Venom stack from the chosen venom.

Each subsequent time you hit that creature with a weapon attack while it is Envenomed, it gains 1 additional Venom stack.

A creature can have a maximum number of Venom stacks from you equal to twice your Proficiency Bonus, regardless of how many of your Viridian Venoms are affecting it.

When a Venom stack triggers, roll your Toxin Die. The creature takes Poison damage equal to the number rolled.

Unless another Viridian Knight feature allows otherwise, a creature can be affected by only one of your Viridian Venoms at a time. If you Envenom it with a different Viridian Venom, the previous venom ends and all of its Venom stacks are removed.

If an Envenomed creature has no Venom stacks remaining, the venom ends.

Taipan's Bite

This concentrated venom is designed to overwhelm a foe through repeated strikes.

At the start of the Envenomed creature's turn, all of its Venom stacks trigger. Roll your Toxin Die once for each stack, and the creature takes Poison damage equal to the total rolled.

All of its Venom stacks are then removed, and Taipan's Bite ends.

Widow's Kiss

This lingering venom slowly weakens its victim as it courses through its body.

While a creature has one or more Venom stacks from Widow's Kiss, it has the Poisoned condition.

At the start of the Envenomed creature's turn, one of its Venom stacks triggers. Roll your Toxin Die, and the creature takes Poison damage equal to the number rolled. That Venom stack is then removed.

Any remaining Venom stacks persist. Widow's Kiss ends when the creature has no Venom stacks remaining.

Level 7: Toxin Techniques

Your growing mastery over the venom within your body allows you to expel and shape it into specialized techniques. You learn the following Toxin Techniques.

Cobra's Spit

You expel a concentrated projectile of supernatural venom. When you take the Attack action, you can replace one of your attacks with Cobra's Spit. Make a ranged attack against one creature you can see within 60 feet, using your Constitution modifier for the attack and damage rolls.

On a hit, the target takes Poison damage equal to one roll of your Toxin Die + your Constitution modifier, and one of the following effects occurs:

  • Unenvenomed. If the target isn't Envenomed by you, you can expend one Toxin Die to Envenom it with Taipan's Bite or Widow's Kiss. It gains 1 Venom stack from that venom.
  • Envenomed. If the target is already Envenomed by you, it gains 2 Venom stacks. You don't expend a Toxin Die to add these stacks.

You can use Cobra's Spit only once per turn.

Hornet's Nest

As a Bonus Action, you can expend one Toxin Die to release a swirling cloud of supernatural venom. For 1 minute, a 10-foot Emanation originates from you and moves with you. The Emanation ends early if you have the Incapacitated condition.

When a hostile creature that isn't already Envenomed by one of your Viridian Venoms enters the Emanation for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your Viridian save DC.

On a failed save, the creature becomes Envenomed by Hornet's Nest and gains 1 Venom stack. On a successful save, it is unaffected.

A creature already Envenomed by that use of Hornet's Nest doesn't make this saving throw again while it remains Envenomed by it.

Each subsequent time you hit a creature Envenomed by Hornet's Nest with a weapon attack, it gains 1 additional Venom stack.

When a creature Envenomed by Hornet's Nest leaves the Emanation, all of its Venom stacks trigger. Roll your Toxin Die once for each stack, and the creature takes Poison damage equal to the total rolled. Its Venom stacks are then removed, and Hornet's Nest ends on that creature.

When the Emanation ends, all remaining Venom stacks belonging to that use of Hornet's Nest trigger in the same way.

Level 10: Perfected Physiology

Your continued exposure to supernatural venom has transformed your body beyond the adaptations gained during the Viridian Trial.

You gain Immunity to Poison damage and the Poisoned condition.

In addition, Poison damage dealt by your Viridian Knight features ignores Resistance to Poison damage.

Level 15: Toxic Overload

Your venom can saturate a creature beyond what its body can contain.

Whenever an Envenomed creature would gain a Venom stack while it already has the maximum number of Venom stacks, one of its existing Venom stacks immediately triggers instead of the new stack being added.

When a Venom stack triggers in this way, roll your Toxin Die twice instead of once, and the creature takes Poison damage equal to the total rolled. The triggered Venom stack is then removed.

If an effect would add more than one Venom stack, resolve each stack one at a time.

The venom otherwise functions normally.

Level 18: Perfected Venom

Your Viridian venom has evolved into something that can afflict creatures normally incapable of being poisoned.

The benefit of your Perfected Physiology improves. Poison damage dealt by your Viridian Knight features now ignores both Resistance and Immunity to Poison damage.

In addition, a creature Envenomed by you doesn't benefit from Immunity to the Poisoned condition against your Viridian Knight features.

Level 18: Apex Venom

Your mastery of Viridian venom allows you to sustain multiple toxins within the same victim.

A creature can be affected by up to two different Viridian Venoms from you at the same time. This overrides the normal restriction that prevents a creature from being affected by more than one of your Viridian Venoms at once.

When you Envenom a creature already affected by one of your Viridian Venoms, you can apply the new venom without ending the first. In addition, a creature already Envenomed by one of your Viridian Venoms can be affected by Hornet's Nest and can make the saving throw required by that technique.

Whenever one of your Viridian Knight features would add one or more Venom stacks to a creature affected by two of your Viridian Venoms, you choose which venom gains each stack.

The creature's maximum number of Venom stacks doesn't increase. Its Venom stacks from all your Viridian Venoms combined can't exceed twice your Proficiency Bonus.

Each venom otherwise functions independently. If one of the venoms has no Venom stacks remaining, only that venom ends.

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