Your expertise in preparing and delivering deadly poisons, grants you the following benefits:
- You gain proficiency with the Poisoner's Kit if you don’t already have it, and expertise if you are already proficient with it.
- As a bonus action instead of an action, you may spread poison on a weapon or up to 3 pieces of ammunition.
- Your Skill in concentrating poisons and understanding their applications allows you to add your proficiency bonus to the Save DC of any poison harvested, purchased or otherwise obtained.
- When you take a long rest, you may create a number of doses of potent poison equal to your proficiency bonus by spending 1 hour of work using a poisoner’s kit and expending 15 gp per dose. These doses last until you apply them to a weapon or up to 3 pieces of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the weapon or piece of ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (DC equals 8 + wisdom mod + proficiency bonus) or take 2d8 elemental damage becoming poisoned until the end of your next turn. A creature that succeeds the saving throw takes half damage and isn’t poisoned.
- When you create a poison, you can use your knowledge of magic to transmute the poison damage type to one of the following Elemental Damage Types: Acid, Cold, Fire, Lightning, or Thunder(i.e. causing blood vessels to violently rupture) Elementally transmuted poisons ignores the creature's poison resistance and immunity to poison damage in the manner, but NOT any conditional Immunities, or damage resistances or immunities of other types. (i.e. Fire resistance would still effectives if an elemental fire poison was used.)
Comments