Poison Medication: Abbey Poisoners not only learn the art of incorporating poisons into their weapons, but also how to use them to strengthen themselves. When the poisoner takes poison damage, it doesn’t take any damage and instead regains hit points equal to half the damage it would have taken. If the poisoner is brought to full health in this way it gets advantage on its next attack roll.
Sneak Attack. Once per turn, the poisoner deals an extra 14 (4d6) damage when he or she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the poisoner that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Poison Arsenal: The Abbey Poisoner is trained in the following deadly poisons that they can use to great accuracy in combat:
Equilibrium’s Ear: This poison deals an extra 2d4 poison damage on a hit and the target must succeed on a DC 15 Wisdom saving throw or take 2d6 psychic damage and become deafened until the poisoners next turn.
Saint’s Sip: This poison deals an extra 2d4 poison damage and the recipient must succeed on a DC 15 Constitution saving throw or take 4d6 fire damage on a failed save and half as much on a successful one.
Gallow’s Gasp: This poison causes the receiver to make a DC 15 Charisma saving throw. On a failed save the recipient is petrified, and will stay petrified until they succeed on the ability check (save DC 15). On each failed saving throw the character will take 1d4 poison damage.
Wander’s Wake: This poison causes the target to make a DC 15 Wisdom saving throw. On a failed saving throw the target is affected by the same circumstances of a suggestion spell.
Stiletto: +6 to hit, reach 5ft., one target., hit: 1d4 piercing damage. Special property: the stiletto can hold two poisons, the poisoner can choose which one it wants to use when it attacks a target, but it can’t use both.
Pacifist: +6 to hit, reach 5ft., one target., hit: 1d6 slashing damage or 1d10 if it is coated with a poison.
Sting: +6 to hit, reach 10ft., one target., hit: 1d6 piercing damage or 1d4 damage if the target is 10 feet away. Sting can only be coated in the Saint’s Sip poison.
Coated: The poisoner can use a bonus action to cover their weapon in a liquid from their Poison Arsenal (see above). The weapon coated cannot have more than one poison, and cannot be given another until the poisoner’s next turn.
Description
Abbey Poisoners are trained by Bishops of their respective churches to carry out killings against those who defy the authority of the religion. These poisoners are deeply rooted in the religion that they fight for and will gladly put themselves at risk to execute the “vermin”.
The most well known poisoner is Vicnovin Shille. Having a body count in the hundreds when his church was demolished by an invading army, Vicnovin fled into the deepest depths of the Misty Forest. He was on the brink of death when he stepped through the mists and into the sights of a dilapidated abbey overlooking a sad village.
Vicnovin was nursed to death by the friar of the chapel and quickly found his place in the loose knit society. He couldn’t escape, cursed by maybe his own god to live in Barovia. He preforms quiet killings all over the countryside, to fulfill not only his needs, but his new master’s cravings.
I wanted to make an alternate assassin that was purely focused on poisons. Feel free to make suggestions on other poison types because I am thinking about making more advanced versions of this stat block in the future. Happy gaming!