Fighter
Base Class: Fighter

The Venomblade is a fighter subclass that combines martial prowess with the sinister art of poisoncraft. Trained in the delicate and deadly manipulation of toxins, Venomblades use their knowledge to coat their weapons in various poisons, each crafted for a specific effect. Whether they seek to incapacitate their foes, weaken them over time, or deliver a swift and lethal strike, Venomblades are masters of toxic warfare. In the dark alleys and shadowy corners of Dungevista, Venomblades are both feared and respected. Their talents are often sought after by those who wish to eliminate rivals or protect themselves from the dangers of the Dungeon. However, the life of a Venomblade is not without peril. Constant exposure to their own poisons and the ethical dilemmas of their craft can take a toll on even the most hardened warrior. For a Venomblade, every battle is a dance with death, both for their enemies and themselves.

  1. Roleplay Features and Flavor:

    1. Poisonous Craftsmanship: As a Venomblade, your character spends significant time crafting and refining poisons. This process is both an art and a science, requiring you to gather rare ingredients and experiment with different combinations. In roleplay, you might frequently seek out alchemists or herb vendors, exchange recipes with fellow poisoners, or test your concoctions in controlled settings. The crafting process can be a meditative experience for you, one that brings a sense of control in an otherwise chaotic world.
    1. Shadowy Reputation: The use of poison is often viewed with suspicion or outright disdain. As a Venomblade, your reputation may precede you, causing others to fear or mistrust you. This can lead to tense social interactions where you must navigate the fine line between intimidation and diplomacy. Alternatively, some might seek you out for your unique skills, offering lucrative but morally questionable jobs. Your reputation as a master of poison can be both a boon and a burden.
    1. Venomous Persona: Your character might embody the qualities of the poisons they wield—calculated, patient, and lethal. You may approach situations with a cool, detached demeanor, assessing threats and opportunities with precision. However, there may also be a part of you that relishes the fear and pain you can instill in others, struggling with the ethical implications of your craft. This internal conflict can be a powerful roleplaying tool, influencing your interactions with allies and enemies alike.
    1. Venomous Code: Not all Venomblades are ruthless killers. Some adhere to a personal code, choosing only to use their poisons against those they deem deserving. This code might be based on personal principles, a desire to avoid unnecessary suffering, or a need to maintain some semblance of honor in a world where it’s easily lost. In roleplay, this code can lead to difficult decisions, forcing you to weigh your morals against the demands of survival or loyalty to a cause.
    1. Poison Immunity Rituals: To protect themselves from the effects of their own poisons, Venomblades often undergo rituals to build up their immunity. These rituals might involve ingesting small doses of toxins over time, meditating to fortify their mind against the psychological effects, or seeking out ancient herbal remedies to cleanse their system. In roleplay, these rituals can be an important aspect of your character’s daily routine, reflecting the constant vigilance required to survive as a Venomblade.
    1. Toxic Alliances: The life of a Venomblade often involves forming alliances with unsavory characters, whether they be fellow poisoners, black market traders, or underworld bosses. These alliances can provide access to rare ingredients, secure jobs, or offer protection. However, they also come with strings attached, and you may find yourself caught in a web of favors, debts, and rivalries. Roleplaying these relationships can add depth to your character, showcasing the delicate balance you must maintain to thrive in the shadowy world of Dungevista.
    By embracing these roleplaying features, your Venomblade can become a complex and multi-dimensional character, navigating the treacherous waters of Dungevista with both skill and subtlety. The blend of martial skill and toxic expertise will make your character a formidable and intriguing presence in any campaign.

Dirty Fighting

When you choose this archetype at 3rd level, you learn to use poison to your advantage in combat. You gain the following abilities under the Dirty Fighting feature:

Poisoned Resilience: When you are poisoned, instead of suffering the usual disadvantages, you gain a +2 bonus to your attack rolls and deal an additional 1d4 poison damage on all weapon attacks. You still take damage from the poison, but your body has adapted to fight through the pain and lethargy, turning the poison into a weapon against your enemies.

Venomous Spit (Reaction): When a creature within 30 feet of you damages you while you are poisoned, you can use your reaction to spew poisonous bile at the attacker. The creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 2d8 poison damage and be poisoned until the end of its next turn. On a successful save, the creature takes half damage and is not poisoned. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses after a long rest.

Toxic Blood: Your blood is infused with venom. Any creature that grapples you or otherwise comes into contact with your blood while you are poisoned must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 1d4 poison damage and be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Mastery

By 7th level, you have developed an increased resistance to poison and can handle toxins with ease. You gain the following benefits:

Poison Resistance: You gain resistance to poison damage, and you have advantage on saving throws against being poisoned.

Enhanced Venom: When you deal poison damage to a creature, you can add your Constitution modifier to the damage roll. Additionally, when you apply poison to a weapon or piece of ammunition, the poison lasts for an additional 10 minutes.

Venomous Arsenal

Starting at 10th level, you learn to craft and apply various poisons to your weapons more efficiently. You gain proficiency with the Poisoner’s Kit if you don’t already have it. Additionally, you gain the following features:

Quick Application: You can apply poison to a weapon or up to three pieces of ammunition as a bonus action, rather than an action.

Improved Venomous Spit: When you use your Venomous Spit reaction, you can choose to target up to two creatures within range instead of one. Each target must make a separate saving throw.

Lethal Poisons: You can spend a short rest to craft a single dose of a more potent poison. This poison deals an additional 2d6 poison damage when applied to a weapon or piece of ammunition. Once used, the poison loses its potency.

Toxic Veins

By 15th level, the poisons you’ve absorbed have become part of your very being, enhancing your combat effectiveness. You gain the following features:

Poisonous Aura: As an action, you can exude an aura of toxic fumes for 1 minute. Any creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 3d6 poison damage and be poisoned until the end of its next turn. You can use this feature once per long rest.

-Toxic Backlash: When you are reduced to 0 hit points by a melee attack, you can use your reaction to unleash a burst of poison. The creature that reduced you to 0 hit points must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 4d6 poison damage and be poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned. You can use this feature once per long rest.

Venomous Vanguard

At 18th level, you have become a master of poison, turning even the deadliest toxins into your ally. You gain the following features:

Deadly Poison: When you deal poison damage to a creature, that creature has disadvantage on saving throws against being poisoned for 24 hours.

Ultimate Venomous Spit: Your Venomous Spit now deals 4d8 poison damage, and the poison condition it imposes lasts for 1 minute. Additionally, when you are reduced to 0 hit points, you can use your Venomous Spit feature as part of the same reaction to Toxic Backlash.

Undying Venom: When you are poisoned, you no longer suffer damage from the poison and can extend the effects of your Poisoned Resilience feature for an additional minute after the poison's normal duration ends. You also gain immunity to poison damage

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