Base Class: Druid
Druids of the Circle of Poison find a strange interest in how toxins circulate through a creatures body. They see it as a formof art, akin to how a monk views flowing ki, and they believe it to be the kindest form of defense and offense. A member of the Circle of Poison views a creature that uses poison to be a creature willing to share a part of themselves in combat, instead of merely taking from their enemy. To them, poisons and venoms show the truest form of neutrality and equivalent exchange.
Aspects of Poison
At 2nd level, you gain the ability to summon an aspect of poison. The aspect takes the form of a small creature made out of poisonous liquid that floats by your shoulder, the appearance of it is based upon which aspect it represents. As a bonus action, you can expend a use of your Wild Shape feature to summon one of your 3 toxic aspects, rather than transforming into a beast. You can only have one aspect active at once. The aspect can be out for 1 minute and disappear early if it has no hit points left, if you dismiss it (no action required), are incapacitated or die. As a bonus action, you can summon a different aspect without expending a use of wildshape as long as none of the conditions for it to disappear have been met.
The Aspects have a shared pool of health equal to 10 + 2x your druid level and has the same armor class and resistances as you. The aspect takes up the same movement square as you. If a creature attempts to attack you, you can force it to attack the aspect instead. If an attack reduces your aspect to 0 hit points, excess damage gets carried over to you. The Aspects you may summon are the following:
- Stinging Venom. You summon a small, floating ooze made out of poisonous liquid that takes the form of a creature that uses poison/ venom for offense (scorpion, jellyfish, spider, e.tc). When you summon this aspect, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, firing a barbed needle that targets one creature within 30 feet of you. On a hit, the attack deals poison damage equal to 1d8 + your Wisdom modifier. Additionally, if you attack a poisoned creature, you deal double damage, acting as if the creature had a vulnerabillity to poison damage.
- Clouding Miasma. You summon a small, floating ooze made out of poisonous liquid that takes the form of a creature that can create something similar to gas (myconid, moth, green dragon, e.tc.). When you summon this aspect, and as a bonus action, you can create a 10 feet circle of poisonous gas, centered on you that lasts untill your next turn. The gas lightly obscures any creature inside and all creatures besides yourself are unable to be healed by normal or magical means, lose their immunity to the poisoned condition (constructs, oozes & plants ignore this) and if they take poison damage, they must make a constitution saving throw equal to you spell save DC or be poisoned.
- Poisoning Guard. You summon a small, floating ooze made out of poisonous liquid that takes the form of a creature that uses poison/ venom for defense (frog, salamander, starfish, e.tc.). As long as this aspect is active, you gain a +2 to your Armor Class. Additionally, If a creature makes a melee attack roll against you, they take 1d4 poison damage and are poisoned.
Venom's Flow
Starting at 2nd level, You gain the following effects:
- You gain a resistance to poison.
- When you make a damage roll, you ignore resistance to poison damage. Additionally, if you attack a creature that is immune to poison, you can instead treat it as if it was resistant to poison.
- You know the Mage Hand cantrip. The hand takes the form of one of your Aspects of Poison.
Poisonous Strike
At 3rd level, you gain abundant control over poison and venom, allowing you to imbue your weapons and yourself with the powers of poisons. As a reaction, you can use one spell slot of first level or higher to imbue one weapon you touch. The weapon deals an additional 1d8 points of damage and the weapons damage type is replaced with poison damage for the remainder of the person wielding its' turn.
Toxic Conduit
Starting at 6th level, You can choose for any damaging spell you cast to deal poison damage instead of its original type of damage. Additionally, whilst you have an Aspect of Poison active, if a creature within 30 feet of you takes poison damage, they must make a constitution saving throw against you spell save DC. If they fail, the creature is poisoned.
Enhanced Aspects
At 10th level, your knowledge and understanding of the Aspects of Poison strengthen. Your Aspects shared pool of hit points is increased by 10. Additionally, each of the Aspects abillities become stronger. Stinging Venom deals an additional 1d8 damage. Clouding Miasma's range increases by 10 feet. Poisonous Guard deals an additional 1d4 damage and gives a vulnerabillity to poison damage if they have no resistances or immunity to it for as long as they are poisoned by its effect.
Master of Poisons
When you reach 14th level, you have mastered your Aspects of Poison to such an extent that they act as an extension of your body. When you use your Aspects of Poison, you can have all 3 active at the same time. You can use each of their effects without having to use a bonus action to switch between them. The aspects also gain an extra 10 hit points.
Additionally, you gain an immunity to poison damage and when you roll damage, you can ignore resistances and immunities to poison.
Previous Versions
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