Base Class: Wizard
By harnessing the power of the poison god Coros thees wizards sting there opponents with fangs of poison and death. They are usually seclusive and have an extensive knowledge of poisons and antidotes. You will never find a poison wizard without a snake nearby they draw there power from thees animals and therefor always have them close.
Poison savant
Beginning when you select this school at 2nd level, You have immunity to poison damage. You may add your proficiency bonus and intelligence modifier to spells you cast that cause poison damage.
Advanced poison
Beginning at 2nd level, You have a reserve of poison in your blood that allows you to advance your spells, when you cast a spell that deals poison damage you may use 2 points and your opponent makes a constitution saving throw of 12 + wizard level or they are effected by your chose of one of the following effects blinded, defend or prone for an amount of there turns equal to your proficiency modifier divided by 2 rounding up. your amount of poison points is equal to wizard level + proficiency modifier.
potent poison
Starting at 6th level, when a creature would make a constitution saving throw against one of your spells they have disadvantage.
Eyes of the cobra
Beginning at 10th level, If one of your 'cobra strike' spells hits an enemy you may use a bonus action to deal 8D10 damage to the target [ 1ns per long rest]
Fang of death
Starting at 14th level, If you hit an opponent with a 'cobra strike' spell of level 4 or less you regain that spell slot. If the spell slot is level 8 or higher you may roll a dice and add your intelligence modifier if your result is higher then the enemy's challenge rating roll 1D4 after that many days the target drops to zero hitpoints and cannot be revived.
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