In the dndbeyond version of Green Reaper, its toxic tradecraft feature is changed to trigger off of any poison damage dealt instead of triggering from Envenomed attack. This breaks its interaction with variegated vexations since its impossible to trigger the toxic tradecraft while using it and thus impossible to trigger toxic tradecraft against enemies immune to poison damage. Since they also almost always have poisoned condition immunity this is what Supernatural Toxin would be used for. But the trigger to activate it isn't there.
In the dndbeyond version of Green Reaper, its toxic tradecraft feature is changed to trigger off of any poison damage dealt instead of triggering from Envenomed attack. This breaks its interaction with variegated vexations since its impossible to trigger the toxic tradecraft while using it and thus impossible to trigger toxic tradecraft against enemies immune to poison damage. Since they also almost always have poisoned condition immunity this is what Supernatural Toxin would be used for. But the trigger to activate it isn't there.
This is why you eventually unlock the ability to convert it to acid damage.
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DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
The problem is that toxic tradecraft triggers when you deal poison damage. If its converted to acid/necrotic you aren't dealing poison dmg no more and can't trigger it
I dont have it in front of me, but at a glance, it dosent seem too bad. Poison damage is usually a bad damage type due to the amount of monsters that ressist and negate it. The extra damage it deals is negligible at an extra 1d6, and rangers are already bonus-action starved, so i wouldn't touch that.
Look at it this way, if the feature requires a bonus action to use then the ranger would spend turn 1 using hunter's mark, turn 2 using Envonomed attack, and would only get to use Poisoncraft on turn 3, when the fight likely ends. This only gets worse if they're duel wielding.
With that said, i think it would be more than fine to have the effect (poisoned condition+extra effect) to require a Con saving throw to take hold. The extra damage could also be locked behind a save, if you feel like it. This should prevent the effect from being automatically applied, allow for bosses to resist the really nasty ones with legendary saves, and keep it consistent with similar poison like effects.
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In the dndbeyond version of Green Reaper, its toxic tradecraft feature is changed to trigger off of any poison damage dealt instead of triggering from Envenomed attack. This breaks its interaction with variegated vexations since its impossible to trigger the toxic tradecraft while using it and thus impossible to trigger toxic tradecraft against enemies immune to poison damage. Since they also almost always have poisoned condition immunity this is what Supernatural Toxin would be used for. But the trigger to activate it isn't there.
This is why you eventually unlock the ability to convert it to acid damage.
DM, player & homebrewer(Current homebrew project is an unofficial conversion of SBURB/SGRUB from Homestuck into DND 5e)
Once made Maxwell's Silver Hammer come down upon Strahd's head to make sure he was dead.
Always study & sharpen philosophical razors. They save a lot of trouble.
The problem is that toxic tradecraft triggers when you deal poison damage. If its converted to acid/necrotic you aren't dealing poison dmg no more and can't trigger it
I dont have it in front of me, but at a glance, it dosent seem too bad. Poison damage is usually a bad damage type due to the amount of monsters that ressist and negate it. The extra damage it deals is negligible at an extra 1d6, and rangers are already bonus-action starved, so i wouldn't touch that.
Look at it this way, if the feature requires a bonus action to use then the ranger would spend turn 1 using hunter's mark, turn 2 using Envonomed attack, and would only get to use Poisoncraft on turn 3, when the fight likely ends. This only gets worse if they're duel wielding.
With that said, i think it would be more than fine to have the effect (poisoned condition+extra effect) to require a Con saving throw to take hold. The extra damage could also be locked behind a save, if you feel like it. This should prevent the effect from being automatically applied, allow for bosses to resist the really nasty ones with legendary saves, and keep it consistent with similar poison like effects.