Malefic Poisoner Image
Prerequisite: Level 8+
 

General Feat (Prerequisite: Level 8+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20. Only available on the second choosing of this feat.

Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.???

Brew Poison. You gain proficiency with the Poisoner’s Kit. Poisoner's Kit allows for the safe storage of up to 10 Vials of poisons. With 1 hour of work using such a kit and expending appropriate amount of materials, you can create a number of poison doses equal to 1d4+1 or PB (Whichever is higher). You gain the following options for crafting (Necrotic Poison, Hemorrhagic Poison, Acid Poison, Tear Gas). You also gain the ability to create different strengths of poisons should you choose to, (Poor=-5dc, Normal, Strong=+5DC, Potent=+10) Poor is rolled on 2-7, Normal is 8-15, Strong is 16-19, and Potent is a natural 20. These are a base d20 roll. Nat 1 will result in you failing to craft any potions and losing materials.

  • Necrotic - A fast acting poison built to speed up decay, particularly useful against undead, though lacking in effectiveness against living beings. An creature of the undead must succeed a DC 14 Con saving throw or have the affected area lose effectiveness and take 1d8 damage plus proficiency . Roll 1d6 to decide on the area hit (1,2 legs , 3,4 arms, 5 torso, 6 head).  If legs are affected, lose 10ft movement. If arms are affected, lose 2 damage from attack roles. If torso is affected, take 1d4 extra damage. If head is affected, roll 1d20, on 17-20, target takes 3d6 in extra damage, on any other roll, Dm will apply a -1 debuff to an sense of their choosing.
  • Hemorrhagic - A brutal blood thinner coated on a hollow tipped arrow, these arrows are exceptionally designed to deal with living breathing creatures. Targets struck by this poison must succeed a DC15 Con save or begin bleeding profusely. Additional arrows may add a stacking amount of damage. 1 arrow-1d8, 2 arrows-1d8+1d6, 3 arrows-1d8+1d6+1d4, 4arrows plus- 1d8+1d6+1d4+(1-2-3-4-5 so on). Each additional arrow requires another con save to be failed to allow the damage to be stacked. Stacks will drop off, but cannot be completely lost unless Lesser restoration or higher is cast.
  • Acid - A bubbly concoction that has an audibly hiss inside the sealed capsules, they must be carefully added to arrows and cannot be used in a bonus action as the other poisons could. Any target within 5 ft must make a DC 12 Dex save in order to avoid being covered in this volatile liquid. Any creature that fails loses 1 to its AC for 2 turns and takes 2d4+2 Acid damage on the first turn and 1d4+1 on the second turn. 
  • Tear gas -  An area denial poison specifically targeting the eyes, nose, mouth and lungs. This aerosol like powder is fitted in a thin, weak paper pouch, fitted to an arrow. Upon impact with a hard surface, any target within 10 ft of the impact point must make a DC 14 Con save to avoid being affected by the feeling of drinking liquid fire. Any target who fails the saving throw gains disadvantage on saving throws and ability checks that require sight or smell, and take a -3 penalty to hit.  Repeat saves to withstand the effects of this poison until 3 successful saves, after which the target regains the lost abilities.

These poisons may be applied to their fullest before combat to coat 6 arrows or a bonus action to roll 1d4 to rapidly splash Hemorrhagic or Necrotic poisons, or 1d4-2 for Tear gas as you attach them to the arrows. Tear gas and Acid Vials do not expire on arrows but become susceptible to outside damage activating them(Falls, Knocked Prone, Force, Thunder.) Hemo and Necrotic will expire after rapidly after 5 turns as they are vulnerable to the exposure outside the vials.

 

Foraging for materials-  For the sake of simplicity and saving space in your inventory, Components will be listed into tiers(1,2,3,4). 1 being the rarest and 4 being the most common. Each Poison will require different amounts of different tiers. 

  • Necrotic will require 2 Tier 2's, 1 Tier 3, and 4 Tier 4's.
  • Hemorrhagic will take 3 Tier 1's, 1 Tier 2, and 3 Tier 3's.
  • Acid Will require 1 Tier 2, 2 Tier 3's, and 3 Tier 4's.
  • Tear Gas will require 2 of each Tier. 

Dm discretion as to what can drop what tier items(Roll d20, 1-9=Tier 4, 10-15=Tier 3, 16-19= Tier 2, 20= Tier 1????). For a price point should Players want to buy them from an apothecary or merchant. (Adjustable)

  • Tier 1 = 50gp
  • Tier 2 = 25gp
  • Tier 3 = 10gp
  • Tier 4 = 5gp

 Selecting this Feat again is an option, doing so will allow you to add your PB to the DC of the saves in addition to the strength of the poisons, As well as a ability score increase of 1 to Dex or Int, up to 20

Malefic Poisoner Image

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