Base Class: Wizard
The king savored the familiar tartness of his favorite grog, appreciating the hints of honeydew and citron that laced the fabled concoction. There was a something new, however, a flavor he can't quite pin down. Before he could however, something spiked in his chest; a pinprick somewhere close to his heart. His vision began to blur and the sweat on his brow poured endlessly. The last thing he could take in was the scenario before him, a silent banquet, devoid of living guests and the frivolity that came with them. As he dropped slumped to the floor he heard a mild chuckle from the rafters.
-The folly of King Parnass, Act II
Venomancy Acolyte
Starting at 2nd level when you select this school, you become immune to the forces of nature that you work your magic with. You are resistant to acid damage and are immune to being [Tooltip Not Found].
Increased Potency
Beginning at 2nd level when you select this school, you increase the potency of substances you create with your magic. Whenever you cast a spell that deals poison damage or acid damage, you may add your Intelligence modifier to the damage roll.
Bezoar Crafter
Starting at 6th level, you gain crafting charges equal to your Intelligence modifier. Using an action, you may use a number of these crafting charges to craft bezoars, otherwise known as anti-poison pellets, to varying degrees, as expanded below:
- You may use 1 charge to create a normal bezoar that a creature can ingest to immediately stop being poisoned.
- You may use 2 charges to make a fine powder that can neutralize 2 cubic feet, or up to 1 gallon, of poison.
- You may use 3 charges to craft a bezoar stone that can be thrown to deal 4d10 radiant damage to oozes and slimes.
You regain all crafting charges at the start of a day or after a short or long rest.
Caustic Caster
At 10th level, your poisons and acids somehow become even more caustic. Any creature you poisoned loses 1 AC for the duration and takes the maximum amount of damage per turn from the poison.
Ghoulyarrow Venom
Starting at 14th level, whenever you poison a creature for the first time during an encounter, they are incapacitated for 1 round. Any creature that ends its turn adjacent to this creature while they are incapacitated must succeed on a Constitution saving throw or be poisoned.
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