Base Class: Rogue
As a venom extractor you specialize in poisonous animals and retrieving their venoms. You are still learning a lot about poisons and venoms, but you know quite a lot already.
There are four types of poisons:
- Contact poisons can be put on objects to have any creature that touches the object suffer the effects of the poison, the poison stays on the object until it is washed off or touched. Some poisons can stay on if touched multiple times, if thats the case it will be described in the poisons description.
- Ingested poisons can be put in food and drinks, their effects take their effect when a creature ingests a large enough dose of it.
- Inhaled poisons take effect once a creature has breathed them in, inhaled poisons often come in the form of powders, or gasses. The standard area of effect of an inhaled poison is a 5 foot cube. When you've made a poison into a powder or gas, you can use it as an inhaled poison.
- Injury poisons are applied to weapons and take effect when the weapon cuts the skin of a creature.
Different poison effects:
- Damage is the most common effect of poisons, if a poison deals damage, the person that applied the poison to it's target rolls dice to determine the amount of damage dealt to the target. Some poisons deal damage slowly and over time, others deal damage instantly.
- Paralysis, this causes the target to become paralyzed if they become poisoned. The paralysis often lasts for as long as the target is poisoned, but some poisons leave the target paralyzed even after they aren't poisoned anymore. There are also poisons that partially paralyse targets, these poisons paralyse only one specific area of the affected creatures body, such as the arms, hands, legs or mouth.
- Unconsciousness, this causes the target to fall unconscious when they become poisoned. The target stays unconscious for as long as they are poisoned, unless they take damage or are shook awake. A variant of unconsciousness causing poisons are comatose poisons, these cause the target to fall into a deep coma for as long as they are poisoned, they can't be woken up by anything except being reduced to 0 HP until they are no longer poisoned.
- Hallucinations, the target no longer perceives reality the way it actually is for as long as they are poisoned and will become aggressive to the nearest creature if they are in combat. Out of combat they will speak gibberish and there is a 50/50 chance the target either becomes charmed by the nearest creature or becomes aggressive towards the nearest creature.
- Stat-lowering, these poisons weaken the targets abilities to do certain things, these poisons lower a stat of the target while the target is poisoned. This can be gradual, the target loses a certain amount of a stat per hour, or instant, the target loses a certain amount of a stat immediately when they become poisoned.
- Senseblocking, the poison causes one of the senses of the target to no longer work, such as smell, eyesight, hearing, touch or taste.
- Dread, the poison causes it's target to become frightened of every creature it sees for as long as they are poisoned.
- Vomiting, the target throws up everything they eat while poisoned. When the target first becomes poisoned they throw up everything in their stomach and if this is in combat, they spend one combat round doing this. Creatures in a 20 feet radius of the vomiting creature must make a DC 14 CON save or throw up as well.
- Convulsions, the target can't control itself and starts moving uncontrollably, if it has a weapon it wounds itself with it.
- Vulnerability, the target becomes vulnerable to all types or a single type of damage while it is poisoned, the effect ends after the target takes damage.
- Pain, the target has disadvantage on concentration checks and a -3 to INT and WIS.
- Death, the creature affected by the poison dies when he is no longer poisoned and the poisoned condition isn't gone because it is cured.
General info on poisons
- The poisoned condition is applied to a creature when it fails a constitution saving throw after meeting the requirements for the poison to take effect, te DC varies per poison and with the skill of the maker of the poison.
- When you harvest a venom from an animal, you make a nature check using the poisoners kit, the DC differs per animal and type of poison. The state of the poison (liquid, solid or gas) when you retrieve it differs per poison as well.
- You can change the states of poisons from liquid to gas, or to solid and so on, the requirements for this are below:
Liquid to gas: A fire or other source of heat to evaporate the poison, it will stay a gas for 24 hours before it condenses again. This takes 10 minutes per dose.
Liquid to solid: Flour or fine sand, or a different fine powder, this process takes quite a while, about 2 hours, during wich you can take a rest, because the powder just has to soak in the venom to take it up and become poisonous.
Solid to liquid: A source of heat and 1/4th of a cup of water per dose, you boil the solid while it is in a powder state (maybe it already was a powder, or you crumbled it) and the poison comes out and goes into the water, this process takes half an hour.
Gas to liquid: A source of cold, such as snow or ice, you cool the gas down to the point where it condenses and so it becomes a liquid, this takes 15 minutes per dose to do.
- The size of the creature affects how much poison you need to use to succesfully affect it, the scaling is below:
Tiny and small | Half a dose
Medium and large | One dose
Huge | Two doses
Gargantuan | Two and a half doses
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Extracting venoms (Basics)
You have proficiency with the poisoners kit and you can extract the following poisons and venoms from the following animals, the DC to do this is a 15 animal handling check, if you get a natural 20, you harvest two doses, if you pass it normally, you get one dose, if you fail it normally you get nothing, if you roll a natural 1, you suffer the effects of the poison.
Scorpion venoms:
- Deathstalker scorpion venom
This venom is obtained in a liquid state and from a Deathstalker scorpion. In its liquid state this venom can be used as an injury poison. This poison deals 3d4 + 1 damage on a failed CON save and 1d4 + 1 on a succesful one, along with damage, this poison causes a crippling pain, causing the target to fall prone. This poison is also used for torture in small doses due to its abilty to cause immense pain. The pain lasts for as long as the creature is poisoned, the creature is poisoned for 4d4 minutes. The DC for the CON save = 8 + your proficiency bonus.
- Baja California Bark scorpion venom
This venom is obtained as a liquid as can be obtained from a Baja California Bark scorpion. In its liquid state it can be used as an ingested or an injury potion. It has a chance to have 1 of 4 effects, the DM rolls a d4 to determine the effect, the effects are listed below. The target will suffer the effect for 1d12 hours if they fail the CON save and they aren't poisoned if they succeed on the CON save. The DC for the save = 8 + your proficiency bonus.
Baja California Bark scorpion venom effects:
1 Unconsciousness
2 Throwing up
3 Paralysis in the bodypart that has been stung
4 Intense pain
Snake venoms:
Sharpnosed Pit Viper venom:
The venom is obtained in a liquid state and from a Sharpnosed Pit Viper. In it's liquid state it can be used as an injury poison. The poison causes severe pain and bleeding and deals 2d6 + 2 damage, in addition to this the target takes 1d4 + 1 damage from bleeding per hour for 1d6 hours. The target has to fail a CON saving throw to become poisoned and suffer any of the effects of the poison. The DC for this = 8 + your proficiency bonus.
Cascavel venom:
This venom comes from a Cascavel and is obtained in a liquid state. It can be used as an injury or ingested poison. It causes paralysis that slowly spreads through the body and it will completely paralyze a creature if it is not treated, this may even result in death. Upon becoming poisoned the bodypart through wich the venom entered the creatures body becomes paralyzed, the paralysis will slowly spread by one bodypart an hour, until the creature is completely paralyzed or until it is treated. If the creature becomes fully paralyzed and they fail a DC 17 CON saving throw, they drop to 0 HP. To become poisoned the creature must fail a DC 10 + your proficiency bonus CON saving throw.
Poisonous pet
You have a pet snake, scorpion, spider or another kind of poisonous creature that you use to harvest venom from on a consisten basis instead of only being able to harvest venoms from creatures that you find on your travels. You have also become proficient in animal handling.
You can have any venomous animal you want as a companion, you can find all the animals in this subclass if you search their names in homebrew monsters on DnDBeyond.
Extracting venoms (Intermediate)
You have improved in extracting venoms and can extract venoms from more different kinds of animals and are more efficient at extracting venoms from the animals you were already familiar with.
When you would normally extract 1 dose from a Baja California Bark scorpion, Cascavel, Deathstalker scorpion or Sharp-nosed Pit Viper, you now get 2 doses. When you roll a natural 20, you get 3 doses.
You can extract venoms from all scorpions and snakes, but you can't add your proficiency bonus to the Animal Handling check to extract it, except if you are familiar with the scorpion or snake.
You have become familiar with the following animals:
Scorpions
- Arabian fattailed scorpion, this scorpions venom is obtained in a liquid state. It can be used as an injury or ingested poison, it deals 2d6 damage when the target first becomes poisoned and after that 2d4 per hour for 1d4 hours. To become poisoned the target must fail a DC 12 + your proficiency bonus CON saving throw.
- Brazillian yellow scorpion, this scorpions venom itself is not lethal, but it puts the target in a state of hyperesthesia. When a target has hyperesthesia it becomes vulnerable to all damage dealt to it for 1d4 + 2 combat rounds. To become poisoned the target must fail a DC 12 + your proficiency bonus CON saving throw. This poison can be used as an injury or ingested poison.
- Granulated Thick-tail scorpion, this scorpions venom dissolves the muscle tissue of a creature, causing the target to become weaker and less dextrous. When the target becomes poisoned, they take 1 damage and they gain -1 strenght and dexterity per minute that they are poisoned, this stops when the strenght and dexterity of the creature are 1. The target also has disadvantage on all ability checks involving strenght ot dexterity. The target will regain all their strenght and dexterity when they return to full HP. This poison is a contact and ingested poison. To become poisoned, the target must fail a DC 12 + your proficiency bonus CON saving throw.
Snakes
- Rinkhals, this snake spits its venom, like a cobra, although it isn't officially a cobra. The venom is obtained in a liquid state and can be used as contact, injury or ingested poison. The poison causes the target to have 2 of 4 possible effects, you have to roll a d4 twice to determine wich two effects will happen, if you get the same result twice, the poison duration and the severeness of the effec are doubled. To become poisoned the target has to fail a DC 13 + your proficiency bonus CON saving throw. The effects are listed below:
1 Vomiting
2 Drowsiness, the targets DEX score is lowered by 2
3 Doublevision, the target has disadvantage on all wisdom checks
4 Blindness (1/4 th chance to be permanent)
- Monocled cobra, this snakes venom is obtained as a liquid and can be used as contact, injury and ingested poison. The venom causes paralysis in the bodypart it entered the targets body through for as long as the target is poisoned, wich is 2d8 + 5 hours. To become poisoned, the target has to fail a DC 12 + your proficiency bonus CON saving throw.
- Gaboon viper, this snakes venom has various effects, that are listed below, roll a d6 to determine the effect. The effects are always accompanied by intense pain. The venom is obtained as a liquid and can be used as injury or ingested poison. The target must fail a DC 12 + your proficiency bonus CON saving throw.
1 Unconsciousness, this lasts up to 24 hours.
2 Swellings of the tongue and eyelids, limiting the targets ability to see and speak, giving them disadvantage on all charisma checks and perception checks involving sight. This lasts 6 hours.
3 Convulsions, the creature can't control their actions and wound themself if they have a weapon. This lasts one combat round.
4 Damage, the target takes 1d4 + 1 poison damage per minute, or per combat round. This lasts 4 combat rounds.
5 Bleeding, this causes the target to take 1d4 damage per combat round from bleeding and the target vomits blood every hour. The targets speed is also reduced to 5 ft. The vomiting lasts for 12 hours and deals 1 damage every time. The bleeding damage lasts for 5 combat rounds.
6 Breathing problems, the target can barely breathe and is vulnerable to damage from non-magical attacks. If they use a bonus action, they suffer one level of exhaustion. This effect lasts for 3 combat rounds.
Insects
- Bees/wasps/hornets, you can harvest the venom of bees,wasps and hornets, but you kill them in the process. The venom can be used as ingested poison or injury poison. When it is used as ingested poison it causes the target to vomit. When it is used as injury poison it deals 1d4 damage. To suffer the effects of the poison the target must fail a DC 18 CON save. The venom is obtained in a liquid state.
- Blister beetle, you can obtain the venom by triggering the defensive reaction of the beetle, to get a gas poison that causes the target to have convulsions for 3 combat rounds. You can also obtain poison in powder form from this beetle, by killing it and grinding it up, this powder can be used as ingested poison or inhaled poison and deals 2d4 damage when taking effect. To suffer the effects of the poison, the target has to fail a DC 16 + your proficiency bonus CON save.
- Monarch butterfly, this butterfly is highly toxic and it can be killed and grinded up to be a powder that can serve as an ingested poison, this poison kills the target instantly when ingested, but it is very noticable and hard to conceal in food. The target can also make a DC 12 + your proficiency bonus CON save to prevent dying.
Better pet bond
You have spent a lot of time with your poisonous pet; you know more about it and have a stronger bond with it.
- You can add +2 to your animal handling checks to harvest venom from your pet.
- If you get a natural one while harvesting venom from your pet, your pet won't attack you and you won't get poisoned.
- You can order your pet to do things for you and can control it in combat, it acts on your turn.
- You can have your pet sit on your shoulder or wrapped around your body (if its a snake) to be more intimidating, you gain a +2 to intimidation checks.
- You can speak with your pet, just like you would be able to if you used speak with animals.
Venom extraction (Advanced)
You have become better at extracting the venom from the animals you became familiar with at level 9, resulting in you being able to harvest a double dose of poison from them and three doses upon rolling a natural 20.
You learned to extract venom from more creatures and became familiar with them (all venoms are obtained as liquids):
Scorpions
- South African fattail, this scorpion produces two venoms, both are obtained as a liquid. Both can be used as a contact poison if applied in the face of a creature and in that case cause blindness for 3 minutes and permanent eye damage, resulting in a permanent -3 perception.
Pre venom, this is the weaker venom and it is used as an injury venom. When harvesting this venom, you gain double the doses that you normally would. The venom paralyses the target for 1d4 combat rounds if they fail a DC 12 + your proficiency bonus CON save.
Main venom, this venom deals 2d6 damage and can be used as an injury or ingested poison. It also causes convulsions for one combat turn. The target can prevent this with a DC 12 + your proficiency bonus CON save.
- Indian red scorpion, this is the most dangerous scorpion on earth. Its venom can be used as an injury, ingested or contact poison. It has a lot of effects and there are 3 active when the target gets poisoned, the effects are listed below. The venom has a very low lethal dose, therefore you can harvest twice the amount you normally would from this scorpion. The target has to make a DC 19 CON save to avoid being poisoned, they become poisoned for 24 hours, after wich the target has to make a DC 15 CON save, if it fails it dies, if it succeeds, it suffers all the effects it suffered when it first became poisoned again. The DC to harvest from this scorpion is an 18 and a natural 20 does not give extra doses.
1 Severe pain, the target has severe pain for 1 minute.
2 Vomiting, this lasts for 4 combat rounds.
3 Unconsciousness, this lasts for up to a day.
4 Convulsions, these last for 4 combat rounds.
5 Breathing problems, the targets speed is reduced to 10 feet and the target is vulnerable to bludgeoning attacks. These both last for 1 minute.
6 Damage, 1d4 damage per combat round, this lasts for 5 combat rounds.
Snakes
- Philippine cobra, this cobras venom causes paralysis and lowers muscle functions. This poison can be used as ingested, contact and injury poison. The effects are paralysis in the bodypart through wich the venom came in contact with the body and lower muscle functions throughout the body, lowering the targets strenght by 3 for as long as they are poisoned. The target can make a DC 13 + your proficiency bonus CON save to suffer only one of the effects, eith a 50/50 chance on wich.
- Jameson's mamba, this snakes venom causes death. It can be used as injury or ingested venom and the target dies in 3 hours from the moment it became poisoned. The DC for the CON save to prevent it is 13 + your proficiency bonus. This poison is dangerous to harvest, as the Jameson's mamba is quite dangerous, the animal handling checks DC is the same as it would normally be, but if you roll a 3 or lower you suffer the effects of the poison and you might die if you don't have an antivenom.
Water creatures
- Reef stonefish, the poison of this fish causes paralysis, permanent muscle damage and severe pain. The paralysis lasts for 2 minutes, the pain lasts for 2 days. The muscle damage gives the target a permanent -3 to both strenght and dexterity. This poison is an injury and contact poison and the target can make a DC 12 + your proficiency bonus CON save to not suffer the muscle damage, it still suffers the other effects, but half as long.
- Stingray, this rays venom causes various skin effects, making the target look disgusting for a pretty long time and prevent the target from regaining HP. The skin effects give the target a -5 to charisma for 7 days, when the targets skin is visible. The target can't make a CON save to prevent this. The poison is an injury poison.
- Sea snake, the sea snakes venom has effects that don't seem vey bad, but gradually get worse and can even result in death. First the tongue of the affected creature swells up, giving the creature difficulty with speaking. Then, about thirty minutes after the target becomes poisoned, they start vomiting for 1 minute. After another 30 minutes, the creatures muscles become stiff, giving the target a -2 DEX and the muscles become tender and the target becomes vulnerable to nonmagical melee weapon attacks. Another hour after that, the target has a lot of difficulty opening its jaws and they can't eat food anymore without suffering a point of exhaustion. After 1 hour, the target slowly becomes more paralyzed over the course of 12 hours. When the target is completely paralyzed they can't swallow or eat anymore and they stay in this state until they are treated or die of starvation. To prevent all this the target can make a DC 12 + your proficiency bonus CON save.
Miscellaneous other animals
- Gila monster, this lizards venom is regarded as the most painful venom of all vertebrae. It causes hypothermia in small and tiny sized targets, paralysis in the bodypart in came in contact with the body with, this lasts for 30 minutes. It also causes the target to fell very tired and the target suffers 3 points of exhaustion. And of course it causes an immensen pain, causing the target to fall prone and be incapacitated as it writhes in pain for 5 minutes. This venom is an injury poison and the target can make a DC 17 CON save to suffer only the pain effect if it succeeds.
- Golden poison frog, one of these frogs contains enough poison to kill 20 adult humans. The poison is very lethal and you can harvest twenty doses at a time, but you have to roll a natural 20 to succeed on this and if you roll below 15 you become affected by the poison. If you just try to harvest one dose, the animal handling check is the same as normal. The poison is a contact poison. The targets muscles stop working and they fall prone, unable to get up, after 30 minutes of their muscles not working they must make a DC 18 CON save to survive, if they fail they die, if they get an antivenom before they have to make the CON save they have advantage on it. The target can't make a save to prevent being poisoned.
- Gallipato, this salamanders poison is not lethal but blinds the target and parayses its mouth, rendering it unable to speak. The effects last 2 hours and the target can make a DC 12 + your proficiency bonus CON save to suffer the effects for only 1 hour. This poison is a contact poison.
Poison weapon
You can choose one weapon that you imbue with a certain type of poison that you learned to extract at Lvl 9 or lower. The weapon will add the effect of the poison on top of the normal damage and effects of the weapon only when you do a sneak attack. For the ritual to do this are needed: 5 doses of the poison that you want the effects of and a weapon that you want the effect on. The ritual takes just as long as a long rest, but you can't rest during it.
Antivenoms
You can use your knowledge about poisons and venoms to make antivenoms.
You can now turn any dose of poison into a dose of antipoison that cures any poison instantly, unless their is a different description of what the antivenom does in the description of the poison. The antivenom doses scale in the same way that poison doses do in regards to sizes.
Making an antivenom takes 10 minutes per dose.
Greater pet bond
You got to know your pet better and it trust you more:
- The check to harvest venom from your pet is reduced to a DC 10 animal handling check and if you roll above 17 you get the benefits you would from a natural 20.
- You have become immune to the type of poison of your pet.
Animal call
Three times per day you can attempt to call any animal you know how to harvest poison from. The odds of the animal showing up differ per animal, the odds are listed below. You have to be in an area were these animals live. Roll a d100 to see if they show up. These animals are not necessarily friendly towards you and you might have to catch them first, before you can harvest their venom.
Lvl 3 (90%)
Deathstalker scorpion
Baja California Bark scorpion
Sharpnosed Pit Viper
Cascavel
Lvl 9 (70%)
Arabian fattailed scorpion
Brazillian yellow scorpion
Granulated Thick-tail scorpion
Rinkhals
Monocled cobra
Gaboon viper
Bees/wasps/hornets
Blister beetle
Monarch butterfly
Lvl 13 (50%)
South African fattail scorpion
Indian red scorpion
Philippine cobra
Jameson's mamba
Reef stonefish
Sea snake
Gila monster
Golden poison frog
Iberian ribbed newt
Lvl 17 (30%)
Boomslang
Cottonmouth
Inland taipan
Blue-ringed octopus
Marbled cone snail
Pufferfish
Komodo dragon
African crested rat
Fire salamander
Bruno's casque-headed frog
Extracting venoms (Expert)
You have learned a lot about venoms and poisons:
- You get double doses of venom from the creatures you became familiar with at level 13, except for if you harvest 20 doses from the golden poison frog.
- You have become familiar with these new animals (All venoms are obtained as liquids):
Snakes
- Boomslang, this snakes venom causes internal and external bleeding and even internal bleedings in the brain and muscle tissue. This poison is an injury poison, its effects are internal bleedings for 10 combat rounds that cause -1 dexterity, intelligence and strenght per round, external bleedings that deal 2d4 damage per round (these also last 10 combat rounds), vomiting (for 3 combat rounds), tiredness, the affected creature has 2 points of exhaustion and finally severe mental damage and mental disorders. The target can make a CON save to not suffer mental damage and exhaustion, the DC for this is 13 + your profiency bonus.
- Cottonmouth, this snakes venom causes the body part that it came in contact with the creatures body with first to die off and then it needs to be amputated, the target can make a DC 12 + your proficiency bonus CON save to resist the poison, in that case the bodypart only becomes paralyzed for 12 hours. This venom is an injury poison.
- Inland taipan, this is the most venomous snake in the world. The venom of this snake causes convulsions and vomiting at first, for 5 combat rounds. Then the target becomes weak to all attacks, if the target is still alive and still poisoned after 12 hours of this, they have to make a DC 18 CON save and die if they fail. This is an injury or ingested poison.
Water creatures
- Blue-ringed octopus, this octopus' venom causes the target to lose all their senses and take damage. This venom is an injury or ingested venom. It deals 2d4 damage per combat round for 6 combat rounds and the target loses all of its senses, and therefore automatically rolls a 1 on any perception checks and can't add bonusses for 30 minutes. The target can make a DC 12 + your proficiency bonus CON save to resist the venom and take 2d4 once and lose all their senses for 5 minutes.
- Cone snail, this snails venom is an ingested and injury poison. It paralyses the target for 3d20 minutes at the end of wich they take 3d12 damage. The target can make a DC 16 CON save to take only 1d12 damage at the end of the paralysis and be paralyzed for half the amount of time.
- Pufferfish, this fish' venom is an injury and an ingested poison. It first causes the target to vomit for 4 combat rounds and then the target falls unconscious for 1 day after wich they take 3d8 damage on a failed DC 15 CON save and half that on a succesful one.
Miscellaneous other animals
- Komodo dragon, this huge lizards venom causes the target to become vulnerable to all damage for 4 combat rounds. It is an injury poison and the target can make a DC 12 + your proficiency bonus CON saving throw to negate the effect.
- The African crested rat itself is not venomous, but it eats the bark of the Poison-Arrow tree ans stores the poison in its venom gland. The poison is strong enough to affect a large creature in a single dose and does 5d12 damage instantly when the target gets poisoned. This is an injury and contact poison and the target can make a DC 12 + your proficiency bonus CON save to take half damage.
- Fire salamander, this salamanders poison is a contact poison. It causes convulsions and hallucinations for 10 combat rounds. The affected creature can resist the poison with a DC 19 CON save and then it only suffers convulsions. You harvest two doses when harvesting from this salamander.
- Bruno's casque-headed frog, a single gram of this frogs venom is enough to kill 80 adult humans. You can't scale this poison down to doses for a single being, it is simply to powerful. When harvesting this venom, it just works as normal, but with a DC 17 check instead of a DC 15. This venom instantly kills everything and everyone that is affected by it, they can make a DC 18 CON saving throw to prevent it, if they succeed, they still take 6d10 + 10 damage. This poison is a contact and ingested poison and it is mostly used to poison large water and food supplies to kill off entire towns and cities. One gram is enough to kill 80 people and when harvesting this you get 5 grams.
Second poison weapon
You can choose a second weapon to infuse with poison and this time you can choose a poison that you learned to extract at Lvl 13 or lower. You still need 5 doses of this poison for the ritual and of course a weapon.
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