Base Class: Paladin
Paladins that devote their time to this Oath, focus more on agility and cunningness to fell their foes. Although some may may use more violent poisons on their enemies, other prefer to make their enemies deaths swift and painless.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Poisoner. As an action, you call upon your knowledge of nature to create an amount of poison vials equal to your proficiency bonus. Each vial last for 24 hours, and can be used to coat one weapon or six pieces of ammunition, and lasts for one minute once applied. A creature who comes in contact with the magical poison must succeed on a constitution saving throw equal to 8 + proficiency bonus + charisma modifier, or take 14 (3d8) poison damage, half on a success. You may have a maximum amount of these vials at a time equal to your proficiency bonus.
The damage of this poison increases by 1d8 for every three levels you gain in this class. (4d8 at level 6, 5d8 at level 9 etc). The effects of the poisons fade if they are off your person for longer than ten minutes, rendering them harmless.
Medicinal Healer. As an action you use your medicinal prowess to create an amount of healing potions (Potion of Healing) equal to your charisma modifier, that last for 24 hours. You may have a maximum amount of these potions at a time equal to charisma modifier.
The rarity of the potions you create increases at certain levels, Uncommon (Potion of Healing Greater) at level 7, Rare (Potion of Healing Superior) at level 11, and Very Rare (Potion of Healing Supreme) at level 15. The effects of the potions fade if they are off your person for longer than ten minutes, rendering them useless.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Poisoner Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Toxic Aura
Upon reaching 7th level, your aura begins to adapt to your constant work with poisons. Creatures of your choice within 10ft of you have a minus to their save against your poisons equal to your charisma modifier. You gain a bonus to medicine and poisoner kit checks equal to your charisma modifier, and gain resistance to poison damage.
Poisoners Craft
When you reach 15th level, your time spent with poisons has granted you immunity to poison and poisoned condition. You have learnt to further perfect your craft, as creatures can no longer resist or be immune to your poisons and poison damage. Additionally after many hours honing your skills, you have come up with a signature poison, choosing one from the options below. (You may chose an additional option at 20th level in this class)
You may spend one hour creating your signature poison, and may make an amount of vials equal to your proficiency bonus. These vials last for 24 hours, and only one minute once applied to a weapon or ammunition. A vial has enough poison to coat one weapon, six pieces of ammunition or enough for six digestible doses. The DC for these poisons is equal to 1d20/2 + medicine check bonus that you must make when creating the poisons. The effects of the poisons fade if they are off your person for longer than ten minutes, rendering them harmless.
Blissful End
Harmony - A poison crafted by those that wish to see even their enemies die a peaceful death. A creature that comes in contact with this poison must succeed on a constitution saving throw or become filled with a sense of euphoria and harmony for ten minutes, finding themselves unwilling to fight. A creature who fails can no longer take actions or reactions, and can feel no pain, instead only a warm and radiant feeling. Should a creature wish to break free from this, they must succeed on a constitution saving throw at the end of their turn. A creature may also end this effect should it take more than 25% of its hp in damage in one turn. Creatures who succeed on the save are unaware of the poison.
Mind Tear
Frenzy - Poisoners who use these kind of poisons are said to be among the more ruthless of them all. A creature that comes in contact with this poison must succeed on a wisdom saving throw or lose themselves to the effects of this potion. Creatures that fail the save cannot take reactions and go into a frenzy until the end of their next turn. While in this frenzy, they must use their whole action to attack the closest creature within range other than the one who poisoned it. A creature that cannot reach another target, instead attacks itself in an outburst of frustration. If the target succeeds on the saving throw, they instead take 18 (4d8) psychic damage as they try to fight the effects.
Slow Death
Reaping - Poisons of this caliber are usually used to slow and weaken your enemies. A creature must succeed on a constitution save or become poisoned and have the effects of the slow spell on them for one minute, as their heart rate begins to drop. Creatures who reach critical while poisoned in this way, have their hit points reduced to zero and fall unconscious. A creature can make another constitution save at the end of their turns to end the poisoned and slow condition.
Violent Death
Agony - A poison crafted only by those that have no remorse for their enemies, meant to bring extreme amounts of pain and suffering. A creature that comes in contact with this poison must succeed on a constitution saving throw or suffer 33 (5d12) poison damage and become Violently poisoned for one minute. While Violently poisoned, a creature suffers from the poisoned condition and takes 13 (2d12) poison damage every time it attacks, casts a spell or moves more than 15ft. On a success, the target does not become Violently poisoned.
Master Poisoner
At 20th level you gain the ability to apply two poisons onto a single weapon, piece of ammunition or a mixture for digestion. Each poison must be applied separately, but can now stack two different poison effects. Should you choose to apply a third poison, the effects of the first fall away. Additionally your body itself has become a custom to these poisons. Whenever you would take poison damage, you may heal for the amount dealt instead.
Poisoners Companion - A poisoners companion is a tiny container or vessel in which to store two types of poisons. By spending one minute, you may combine any two vials of poison into the container, having their effects combine and stack. A creature that comes in contact with this poison must make only one saving throw against the highest of the poisons DC's, or be effected by both. Poison from this container cannot be coated onto weapons or ammunition, but is instead applied directly to a creature. As an action or once per turn as part of an attack, you may chose to release the poisons within this container towards a creature within 10ft of you to target them with it. A Poisoners Companion can hold up to ten doses, and poisons lasts for 24 hours while inside. The effects of the poisons fade if they are off your person for longer than ten minutes, rendering them useless.
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