Wizard
Base Class: Wizard

As a member of the School of Toxicology, you have focused your studies on acids and poisons. Some toxicologists use their knowledge for healing, tending to those effected by the deadliest of toxins. However, others work as expert assassins, being payed or rewarded handsomely for the deaths of kings or politicians.    

Toxicity Professional

Beginning when you select this school at 2nd level, you gain proficiency in the Poisoner’s kit and the Herbalism kit.

Potent Toxins

Beginning at 2nd level, when you cast a spell that deals poison or acid damage, you can add your Intelligence modifier to one damage roll of that spell.

Invisible Poisons

Starting at 6th level, any poisons or venoms you make are undetectable by most means of identification. Poisons and venoms you create can only be identified by spells cast at a level equal to or higher than half your level (rounded down), with the exception of 9th level spells which should always work.

Weakening Toxins

Beginning at 10th level, you can use an action to attempt to lower a target’s defense toward toxins. The target must make a Constitution saving throw against your spell DC. On a failure, the creature gains a vulnerability to poison and acid; if the creature has resistance to either poison or acid, the creature loses that resistance; and if the creature had immunity to either poison or acid, it loses their immunity and instead gains a resistance to poison or acid respectively. The creature is no longer effected by this ability after a number of hours equal to your Intelligence modifier (Minimum of 1) and is immune to this effect for 24 hours after being cured. On a success, the creature is immune to this effect for 24 hours. 

This ability can also be cured by a Lesser Restoration spell or other abilities that neutralize poisons.

Lingering Toxins

Starting at 14th level, you can cause the spell’s effect to linger with minimal concentration. When you cast a wizard spell of 1st through 5th level that deals poison or acid damage and has an instantaneous duration, you can cast the same spell using a bonus action on the next turn. You can use this ability a number of times equal to your Intelligence modifier.

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