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Poisoner (Updated / Reworked)

You can prepare and deliver deadly poisons, gaining the following benefits:

  1. When you make a damage roll, you ignore resistance to poison damage.
  2. 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.
  3. You can coat a weapon in poison as a bonus action, instead of an action, including allies within 5 feet of you.
  4. You gain proficiency with the poisoner's kit if you don't already have it.
  5. 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.

 


Created by

DandDhunter117.

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Feat

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