Base Class: Sorcerer
Whether by a terrible accident, powers beyond or a run-in with a being beyond toxic, your magic manifests as a horrible miasma. This grants you the terrifying power to bring out all latent potential in all toxic and otherwise poisonous things.
Level 3: Walking Miasma Spells
When you reach a Sorcerer level specified in the walking miasma Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Bane, Ray of sickness, Melf's Acid Arrow, Ray of Enfeeblement |
| 5 | Stinking Cloud, Bestow Curse |
| 7 | Blight, Vitriolic Sphere |
| 9 | Antilife Shell, Contagion |
Level 3: Miasma
As a bonus action you can unleash your Miasma for up to 10 minute or until dismissed (no action required),This grants you the following benefits.
- Any creature of your choice that ends its turn within 10ft of you takes poison damage equal to half your sorcerer level rounded down and must succeed a constitution save equal to your spell save D.c or gains the poisoned condition. The creature repeats the saving throw at the end of its turn, ending the condition on a success or after 1 minute.
- Whenever a poisoned creature starts, moves through or ends there turn in your Miasmas range it losses 10ft of movement and has disadvantage on constitution and strength saving throws till the end of its next turn.
You can do this a number of times equal to you proficiency bonus, you regain all expended uses when you finish a long rest.
level improvements: at 10th level your Miasmas range increases to 20 ft and at 18th increases to 40 ft.
Level 6: Toxic Blood
During a short or long rest you can make unstable, extremely potent poisons that are made from your very blood. During your rest you may spend any number of your unspent Sorcerer hit die to create and equal number of poisons that last until the end of you next long rest. When you spend you hit die this way you may roll them (once each for each hit die) and create a poison with the toxic blood table below. A poison created in this way can only effect one creature.
Toxic blood table:
|
Hit Die Roll 1 2 3 4 5 6 |
Condition Effect Blinded Charmed Frightened Poisioned Stunned Paralyzed |
When a creature is exposed to a poison it makes a Constitution save equal to your spell save d.c on a failed save, the creature is subject to the affect of that poison. At the end of the creature turn it repeats the saving throw, ending the affect of a success and becomes immune to your Toxic blood poisons for 24 hours. A creature can be exposed in a number of ways, the poisons can be added to food or drink, when used this way it can be detected with a successful perception vs your spell save d.c. A toxic blood poison and be thrown or poured on a creature with a ranged or melee attack vs there a.c. Lastly it can be added to a weapon or piece of ammunition as a bonus action, the first creature to take damage from the weapon or piece of ammunition is the exposed creature.
Level 14: Overwhelming Toxicity
As the bond between you and whatever twisted magic surrounds you, your blood continues to become more deadly than anything around it. Your Overwhelming Toxicity means no poison or acid could ever hurt you this grants you immunity to acid and poison damage and you can not gain the poisoned condition. As your body produces more potent poisons and gasses than most assassins could ever dream to match.
Level 14: Corrosive Cough
You have a devastating Corrosive Cough, Cloudkill is always prepared and doesn't count against your number of known spells. Additionally once per day as an Action you can cast the spell without requiring components or a spell slot. When cast in this way it is considered a 7th level spell, doesn't require concentration and lasts for 1 minute.
Once you cast the spell in this way it can be cast the same way until the next long rest unless you spend 9 Sorcery Points to do so.
Level 18: Death Incarnate
You have become Death Incarnate. Your blood has become so deadly that when a creature comes into contact with it they are likely to die. When a creature within 10ft of you causes you to take damage for the first time that round (other than fire), it takes 3d6+10 poison damage. As you spray them with your shed blood on instinct. Even the most resilient creatures may fall before you. Creatures typically immune to poison damage are considered to have resistance instead when subject to your spells and/or class features.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/31/2025 7:03:25 AM
|
8
|
1
|
1.0
|
Coming Soon
|
Comments