Base Class: Ranger
Venom Venators are rangers who have turned their craft toward the study and weaponization of toxins in all forms. To them, poison is not dishonorable—it is nature’s most elegant design, the final whisper of balance between predator and prey. Through alchemical experimentation, exposure, and grim intuition, they learn to refine and harness these deadly substances to strike with surgical precision.
Some Venators were once monster hunters who grew obsessed with the venoms of their quarry. Others are reclusive alchemists or assassins who view the body as a battlefield of chemical warfare. Whether concocting paralytic darts or transforming into living mists of toxin, a Venom Venator is an apex predator—swift, patient, and fatally efficient.
Level 3: Venomous Precision
3rd Level — Venomous Precision
- Venom Strike.
You spend a bonus action to coat your weapon in venom, once per turn when you hit a creature with a weapon attack, that attack deals an extra 1d6 poison damage for one minute. This damage increases to 1d6 and a magical +1 bonus to all attack and damage rolls made with poison infused weapons and ammunition at 5th level and 2d6 + 1 at 11th level and 3d6 + 2 at 17th level. - Toxic Infusion.
When you finish a long rest, you can coat a number of weapons equal to your Wisdom modifier (minimum 1) with your alchemical venom. The coating lasts until you finish your next long rest or until you apply it to a different weapon.
A creature struck by one of your venom-coated weapons must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, it is poisoned until the start of your next turn.
You gain proficiency with poisoner’s kit and alchemist’s supplies, and you can use your Wisdom modifier instead of Intelligence for checks made with either.
Level 3: Serpent’s Instinct
You develop supernatural senses attuned to toxins, corruption, and dying ecosystems.
- You gain advantage on Wisdom (Survival), Intelligence (Nature), Wisdom (perception), Intelligence (Investigation), Intelligence (Arcana) checks to track creatures or identify environmental hazards linked to poison, disease, or decay.
- You can detect the presence of poisoned creatures, poisonous creatures, diseased creatures, or poisonous substances within 30 feet as an action. You learn the general direction but not exact locations.
You gain resistance to poison damage and advantage on saving throws against being poisoned.
Level 7: Noxious Gas
As a special action, you briefly dissolve into a drifting cloud of toxic mist. Until the end of your turn:
-
Your walking speed becomes a hover speed equal to your walking speed.
-
You can move through creatures and small openings as though you were gaseous.
-
Your movement does not provoke opportunity attacks.
- while in this form, attack rolls made against you have disadvantage
When you move through a creature’s space for the first time on this turn, it must make a Constitution saving throw against your spell save DC. On a failure, it takes 4d6 poison damage and has disadvantage on its next attack roll before the end of its next turn.
A creature that succeeds takes half as much damage.
This damage ignores poison resistance.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Additionally, your Venomous Precision damage now applies to every weapon attack you make, not just once per turn.
Level 11: Catalytic Venomcrafting
Your toxins evolve into adaptive alchemical weapons capable of mutating once they enter a creature’s bloodstream.
Venom Surge
Once per turn, when you deal poison damage to a creature with a weapon attack, you can trigger a venom mutation (no action required). Choose one of the following rider effects:
- Neurotoxin. The target can’t regain hit points until the start of your next turn.
- Muscle Lock. The target’s speed is reduced by 10 feet, and it can’t take reactions until the start of your next turn.
- Disruptive Venom. The target has disadvantage on the next saving throw it makes before the end of your next turn.
You can only apply one rider effect per turn.
Catalytic Reaction
when you hit a poisoned creature with a weapon attack, you can use your reaction and expend a spell slot to trigger a violent alchemical reaction in its body.
The creature takes 2d6 poison, acid, or necrotic damage per level of the spell slot expended (1st-level slot = 2d6, 2nd-level slot = 3d6, etc.).
The creature must make a Constitution saving throw against your spell save DC.
- On a failure: The creature is poisoned until the end of its next turn and takes the same catalytic damage again at the start of its next turn.
- On a success: It only takes the initial damage.
Level 15: Master Venomist
15th Level — Master Venomist
Your mastery of toxin and decay has transcended mortal understanding. Your venoms now dissolve flesh, rot life, and corrupt vitality itself.
Toxic Apex
Your body has adapted to your own alchemy.
- You gain immunity to poison damage as well as to the poisoned condition.
- Creatures that are immune to poison damage instead take damage as though they were resistant.
- When you deal poison damage to a creature, you can choose to replace half of that damage with necrotic damage, as your toxins induce cellular decay.
Evolved Noxious Form
Your Noxious Gas feature permanently evolves with your mastery.
When you use it, the following improvements apply:
- You remain in gaseous form until the start of your next turn instead of the end of your current turn.
- The first time you move through a creature’s space during your turn, it takes 4d6 poison or necrotic damage (your choice) and must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
- When you reform, the area within 20 feet of you becomes shrouded in a toxic haze until the start of your next turn.
- The area is lightly obscured and counts as difficult terrain for hostile creatures.
- A creature that starts its turn in or enters this area takes 2d6 poison or necrotic damage (your choice).
Comments