Running a Ghosts of Saltmarsh campaign and my grung wanted their abilities to manifest more in different poisonous abilities and attacks/have more of a focus on foraging ingredients to craft even more powerful poisons. A lot of the inspiration came in the form of the Arcane Archer subclass, with a desire to incorporate foraging and developing the potency of his recipes.
The poisons and their recipes/rarities come from Potion Brewing and Ingredient Gathering: A Supplementary Guide to DnD 5e for Expanded Features of the Alchemy, Herbology and Poison Kits By Piccolo917
3rd Level
Proficiency with a poisoner's kit
Can form and craft poisons with expert precision - gains access to two Specialty Poisons from the common list
Gains two poison charges that replenish with a long rest/short rest and gain additional 1 poison charge per level up
Once per turn when you apply a poison as part of the Attack action, you can apply one of your Specialty Poisons to that attack. You decide to use the S.P. when the attack hits, unless the S.P. doesn’t involve an attack roll. Only one poison can be applied to a weapon at a time.
You gain access to preparing an additional Common Specialty Poison each level
Using a Common specialty poison takes 1 poison charge while an Uncommon Specialty poison takes 2
You can change which Specialty Poisons are prepared at the end of each long rest.
Your enemies saving throw against being poisoned = 10 + CON modifier
6th Level
Gain Proficiency in Nature. If you already have proficiency in nature you instead gain expertise.
Harvesting/Foraging now takes 5 minutes instead of 15.
Gain advantages on foraging checks.
Gain access to two uncommon specialty poisons
At the start of a long rest Kuro can expend any remaining poison charges and bottle Specialty Poisons to be saved/thrown/distributed/etc.*
Gain access to preparing an additional uncommon each level up
10th Level
You can now remove toxins in the earth aiding in local plant growth. Gain the ability to once per long rest if in the proper environment make a Forage check (DC 15 - may change depending on rarities) to find exact ingredients.
15th Level
Starting at 15th level, your Specialty Poison is available whenever battle starts. If you roll initiative and have no Poison Charges remaining, you regain two uses of it.
*
-DC remains Toxipothecary’s Poison Save DC
-Bottled Poisons expire in 1 week DND time - crafted or produced
-Crafted poisons can be diluted once, both poisons will have the same DC of (The original DC - 2)
I’m honestly concerned with how unrefined the home-brew subclass is, I’d recommend looking at the new and old assassin subclass and seeing the saves and how their poisons work, especially since the new rogue allows for you to poison your enemies, along with the new assassin giving you extra damage and effects.
I’m really keen to play a classic Thief. The changes to their Fast Hands and having an actual climb speed mean that if you’re a creative player you can get up to all kinds of nonsense.
I made a post about them yesterday with all the different equipment you can use, but the long and short of it is using a grappling hook to fly around, using ball bearings and caltrops to lock people in place or prone, or most significantly, using chains to restrain people who are grappled!
If you have a grappler in your party this becomes so powerful. As a bonus action you make it so that all attacks against them are at advantage, their attacks and checks (including to escape) are at disadvantage, they can’t cast spells with somatic components, they can’t move, and have disadvantage on dex and strength saving throws.
Arcane Archer is the weakest fighter subclass, and poison is the most common immunity. I think you'd have to put real effort into making this build strong, let alone game-breaking. Fun flavor, though.
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Running a Ghosts of Saltmarsh campaign and my grung wanted their abilities to manifest more in different poisonous abilities and attacks/have more of a focus on foraging ingredients to craft even more powerful poisons. A lot of the inspiration came in the form of the Arcane Archer subclass, with a desire to incorporate foraging and developing the potency of his recipes.
The poisons and their recipes/rarities come from Potion Brewing and Ingredient Gathering: A Supplementary Guide to DnD 5e for Expanded Features of the Alchemy, Herbology and Poison Kits By Piccolo917
3rd Level
Once per turn when you apply a poison as part of the Attack action, you can apply one of your Specialty Poisons to that attack. You decide to use the S.P. when the attack hits, unless the S.P. doesn’t involve an attack roll. Only one poison can be applied to a weapon at a time.
6th Level
10th Level
15th Level
Starting at 15th level, your Specialty Poison is available whenever battle starts. If you roll initiative and have no Poison Charges remaining, you regain two uses of it.
*
-DC remains Toxipothecary’s Poison Save DC
-Bottled Poisons expire in 1 week DND time - crafted or produced
-Crafted poisons can be diluted once, both poisons will have the same DC of (The original DC - 2)
-Only bottled poisons can be diluted
I’m honestly concerned with how unrefined the home-brew subclass is, I’d recommend looking at the new and old assassin subclass and seeing the saves and how their poisons work, especially since the new rogue allows for you to poison your enemies, along with the new assassin giving you extra damage and effects.
I’m really keen to play a classic Thief. The changes to their Fast Hands and having an actual climb speed mean that if you’re a creative player you can get up to all kinds of nonsense.
I made a post about them yesterday with all the different equipment you can use, but the long and short of it is using a grappling hook to fly around, using ball bearings and caltrops to lock people in place or prone, or most significantly, using chains to restrain people who are grappled!
If you have a grappler in your party this becomes so powerful. As a bonus action you make it so that all attacks against them are at advantage, their attacks and checks (including to escape) are at disadvantage, they can’t cast spells with somatic components, they can’t move, and have disadvantage on dex and strength saving throws.
Arcane Archer is the weakest fighter subclass, and poison is the most common immunity. I think you'd have to put real effort into making this build strong, let alone game-breaking. Fun flavor, though.