Wizard
Base Class: Wizard

The Wizards hailing from the school of poison are in nature a unorthodox and vicious bunch, causing long lasting pain and damage to a creatures body instead of putting it out of its misery. The Schools of Poison can usually be found near the lairs of green dragons where they work in tandem to harvest its deadly breathe spray in order to learn new ways of poisoning creatures.

As a Poison Wizard you will be focusing on inflicting lasting poisons on multiple targets for the best damage results, single entities can be struck by extremely potent poisons to ware them down quickly, although this isn't a feat to be often used.

Poison Savant

At 2nd level, Cantrips you cast that deal damage deal 1d4 extra poison damage as you weave poisonous materials into the magic. This damage is increased to 2d4 at level 6, 3d4 at level 10 and 4d4 at level 15

Additionally these spells are added to your spell book; Ray of Sickness, Cloudkill, Poison Spray, Chromatic Orb (It has been cracked to produce only poison)

Poison Touch

At level 2, you can corrupt your skin to throb with deadly poisons, you can make a unarmed melee attack against a creature, on a successful hit the creature must make a DC 16 Constitution saving throw, taking 2d4 poison damage and becoming Poisoned on a failure, they take half damage on a success and resist the poison. When the creature is poisoned they must make 2 successful Constitution saving throws in order to shrug off the poison, they may make one at the end of each of their turns. 

Deadly Poisons

At level 6, you have become so used to the poisons that are at your disposal that you have gained Immunity to Poisons, on the flip side, your poisons have now become unique and deadly that targets who are resistant to poisons take damage as normal and immune targets to your poisons are now classed as just resistant.

Necrosis Poison

At level 10, you have developed a particularly devastating poison that can bring down the strongest of beasts and kill the average man. As an Action you may target a single creature within 60 ft, they must make a DC 18 Constitution saving throw, taking 4d8 Poison damage and 2d6 necrotic damage and becoming poisoned on a failure, taking half damage on a success and resisting the poison. Poisoned creatures from this effect cause the target to take 1d6 poison and 1d6 necrotic damage at the start of the their turn, they must make 3 successful constitution saving throws to shrug off this poison, one save at the end of each of their turns.

You can use this feature twice, regaining uses after a Short or Long rest.

 

Green Dragons Breathe

At Level 14, you have mastered the most difficult art of the School of Poison, the ability to use the majestic Green Dragons breathe weapons as your own, causing a horrible Poison Spray from your mouth. As an Action you can exhale poisonous gas in a 30-­-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. 

You can use this feature twice, regaining uses after a Short or Long rest.

Additionally you can as a bonus action cause a target to have disadvantage on their next save against your poison based attacks.

You can use this additional feature thrice, regaining uses after a Short or Long rest.

 

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