Poisoner (Updated / Reworked)
You can prepare and deliver deadly poisons, gaining the following benefits:
- When you make a damage roll, you ignore resistance to poison damage.
- Creatures who use poisons you create ignore resistance to poison damage. You must specify which poisons are made by you, vs which are made by someone else.
- You can coat a weapon in poison as a bonus action, instead of an action, including allies within 5 feet of you.
- You gain proficiency with the poisoner's kit if you don't already have it.
- With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. These poisons can have a number of effects, however you may only choose up to two of the following effects, Except the damage effect, which you may choose twice, unlike the other options.
- Blinded: The target is Blinded
- Silenced: The target is Silenced
- Deafened: The target is Deafened
- Sun light sensitivity: While in sunlight, the target has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Poison Damage: the target suffers 1d8 poison damage (can be chosen Twice)
Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or suffer the two effects you chose when you created the poison and become poisoned until the end of your next turn.