Poisoner V2 Image

 

Toxic Precision

When you deal poison damage, you ignore resistance to poison damage.

If a creature is immune to poison damage or the poisoned condition, it instead:

  • Takes half damage from your poisons, and

  • Has advantage on saving throws against them.


Quick Application

You can apply poison to a weapon or piece of ammunition as a bonus action instead of an action.


Poisoner’s Training

You gain proficiency with a Poisoner’s Kit if you don’t already have it.


Craft Poisons

During a long rest, you can create a number of poison doses equal to your proficiency bonus, expending 50 gp per dose.

  • A poison remains potent for 1 minute after application or until it hits.

  • When creating a dose, choose one of the poison types below.


🧪 Poison Types (Choose when crafting)

Hemotoxin (Damage Over Time)

  • On failed CON save:

    • 2d8 poison damage

    • Poisoned

    • Takes 1d8 poison damage at the start of each turn

  • Repeats save at end of turn, ending effect on success


Neurotoxin (Disruption)

  • On failed CON save:

    • 2d6 poison damage

    • Poisoned

    • Cannot take reactions

    • Subtract 1d4 from attack rolls from the first attack 

  • Ends on successful save at end of turn


Paralytic Venom (Control)

  • On failed CON save:

    • 1d6 poison damage

    • Speed becomes 0 until end of next turn

  • If the save fails by 5 or more, the target is restrained instead


Hallucinogen (Chaos)

  • On failed CON save:

    • 1d8 poison damage

    • Poisoned

  • At the start of each turn, roll a d6:

    • 1–2: Does nothing

    • 3–4: Attacks nearest creature

    • 5–6: Acts normally

  • Ends on successful save at end of turn


Necrotic Blend (Anti-Immunity)

  • Damage becomes necrotic instead of poison

  • On failed CON save:

    • 2d6 necrotic damage

  • Ignores resistance to necrotic damage

  • if target already poisoned they lose the poisoned conditon and take a addtional d6 damge 


⚗️ Enhanced Poisons (Optional Upgrades)

When crafting a poison, you can enhance it:

+100 gp (choose one):

  • +1d8 initial damage

  • +2 to save DC

  • Target must succeed twice to end the effect

+200 gp:

  • Combine two poison types into one dose


Saving Throw

All poisons use the following save DC:

DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2026 6:26:48 PM
2
1
1
Coming Soon
Poisoner V2 Image

Comments

Posts Quoted:
Reply
Clear All Quotes