Base Class: Ranger
You gain proficiency in the poisoners kit and alchemical kit, and you are able to craft different poisons for different uses. You are able to manipulate these toxins to best fit your fighting style.
Toxic Tools
Starting at 3rd level when you pick this subclass you gain proficiency with the alchemical kit and poisoner’s kit.
You can spend an hour of work conducting a poison when you have the proper materials for the poison (either having the materials or buying them outright) and when you do so, you create a number of those poisons equal to your proficiency bonus rather than just one, as a normal person would. However, you still need to make an Intelligence (poisoners kit) check to create poisons. The DCs for poison are as follows.
Item Price Per Dose DC
Assassin's blood 150 gp 5
Burnt Othur Fumes 500 gp 17
Carrion Crawler Mucus 200 gp 7
Drow Poison 200 gp 7
Essense of Ether 300 gp 10
Malice 250 gp 8
Midnight Tears 1500 gp 30
Oil of Taggit 400 gp 13
Pale Tincture 250 gp 8
Purple worm poison 2,000 gp 30
Serpent venom 200 gp 7
Torpor 600 gp 20
Truth Serum 150 gp 5
Wyvern Poison 1,200 gp 30
Toxic Lifestyle
Your time working with poisons have given you knowledge on how to make the most of what you have. You can apply a poison to your weapon as a bonus action. Once you have applied poison to a weapon it retains its potency for 1 minute, or for a number of attacks equal to your proficiency bonus.
Whenever you deal poison damage to a creature that is your favored foe (from Tasha’s cauldron of everything) you deal additional poison damage equal to your level. At 17 level this bonus is doubled as any weapon you wield begins to become infused with your poisonous biology.
Toxic Tolerance
At 7th level you gain proficiency in Constitution saving throws when resisting poison, acid, or necrotic damage of some kind, or the poisoned condition.
You gain resistance to your choice of acid OR necrotic damage. you also gain resistance to poison damage outright.
Additionally, you can add your proficiency bonus to poison save DC’s by adding in some secret brewing ingredient that is determined by your dm.
Resistance
You can choose between acid or necrotic damage.
Resistance
Choose either acid or necrotic.
Deadly Corruption
At 11th level you know how to spread the blood of a poisoned creature to another. Whenever you damage a creature that is currently under the effect of one of your poisons, you can use a bonus action to cut them in such a way that there blood spreads to another target within 15 feet of the original, forcing them to suffer the effects of the poison that the original target was suffering from, or make a con save to resist it.
If a creature is immune to poison damage when you attack it with poison, it is instead resistant, and resistant creatures are treated as not having resistance. Creatures without resistance or immunity make the save with disadvantage.
In addition, you have advantage on intelligence (poisoner’s kit) checks to make new poisons.
Toxic Blood
At 15th level, your times with poison has changed your biology, and your wounds and injuries give off noxious fumes and toxic blood. You are immune to poison damage.
Additionally, when a creature hits you with a melee attack, you can use your reaction to expose them to your toxic innerworkings. The target must succeed on a CON save equal to your Ranger spell save DC or become poisoned until the end of its turn, and if the target is immune to poison you can instead spray your acidic blood over the targets armor or weapon, giving them a -1 to AC or -1 to the damage their weapon wields if these penalties go to -5 the weapon or armor is destroyed.
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