Base Class: Sorcerer
Either since birth or recently awakened you've discovered you have a poison touch. Poison and Venom flow through your veins and you are adept at magic related to it. This is very common for Yuan-ti or those who share blood with one, though it can develop naturally as well.
Toxic Spells
1st-level Poisoned Blood feature
You learn additional spells when you reach certain levels in this class, as shown on the Poisoned Blood Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell can be from the sorcerer, cleric, druid, or wizard spell list.
Toxic Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | detect poison and disease, command, find familiar |
| 3rd | blindness/deafness, suggestion |
| 5th | stinking cloud, bestow curse |
| 7th | blight, confusion |
| 9th | contagion, cloudkill |
Venomous Touch
1st-level Poisoned Blood feature
You're skin is venomous to the touch, if you make skin to skin contact with a creature they must make a constitution saving throw equal to your spell save DC, if they fail they become poisoned for 1 minute and take 2d4 poison damage which increases by 1d4 at 5th, 11th, and 17th level. This innate feature cannot be completely disabled, though it can be countered by protective clothing such as gloves.
Potency
1st-level Poisoned Blood feature
When dealing poison damage you can ignore a creatures resistance to poison damage. You also gain immunity to Poison and are immune to the poisoned condition.
Tamed Venom
6th-level Poisoned Blood feature
When you cast a spell provided by this subclass or which deals poison damage you can use 1 sorcery point to deal poison damage to a creature immune to poison damage. You may also expend 2 sorcery points to make a creature poisoned for 1d10 minutes if they fail a constitution saving throw equal to your spell DC. Expending a sorcery point upon casting a spell either granted by this subclass or one that deals poison damage you may choose any number of creatures to be immune to your spell.
Additionally you may spend a sorcery point and an action to create a storable vial of poison using stats from the DMG, the poison created must be worth less than your sorcerer class level multiplied by 200 in GP.
Deadly To The Touch
14th-level Poisoned Blood feature
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal poison damage to the attacker. The damage equals your sorcerer level. Additionally if you expend a sorcery point the attacker must also make a Constitution saving throw against your spell save DC (DC {{savedc:cha}}). On a failed save, the attacker is poisoned for 1 minute.
Poisonous Plume
18th-level Poisoned Blood feature
Beginning at 18th level, you may expend a sorcery point to create a plume of poisonous gas in a 30 ft sphere surrounding you, the sphere is considered difficult terrain and all creatures who start their turn there besides yourself must make a Constitution saving throw or take 3d10 poison damage and become poisoned for 1 minute, halved on a successes.
Additionally the harmful potency of your poison intensifies. When you roll damage for a poison spell or attack and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/20/2024 6:12:35 AM
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5
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1
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1.0
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Coming Soon
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Posted Jun 20, 2024Changed the damage resistance and advantage on poison saving throws to immunity due to how common poison resistance is. May be too strong but I couldn't find a way to stipulate if the user already has resistance they gain immunity easily.