Mandrake (3.5e Class)

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A mandrake waits for the perfect moment to strike. Art by Sabin Boykinov.

Mandrake[edit]

Mandrakes are assassins who specialize in using poison to get the job done. They are a mix of rogues and alchemists that specialize in crafting poisons and apply it to their weapons to deal extra damage.

Making a Mandrake[edit]

Mandrakes are support fighters that focus on ranged poison attacks that do damage over time. They fulfil a similar slot in a party as a rogue.

Abilities: Dexterity and Intelligence are the two most important skills for the mandrake. Dexterity helps their stealth and ranged attacks, while Intelligence affects their poisons' save DC's. Constitution can be useful for survivability, while Strength, Wisdom, and Charisma aren't necessary.

Races: The path of the mandrake is open to all races, but drow are particularly fond of this class.

Alignment: Mandrakes lean toward Neutral or Evil, but any alignment is allowed.

Starting Gold: 4d6×10 (120gp).

Starting Age: Simple.

Table: The Mandrake

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +0 Poison Use, Poison Proficiency +2, Basic Poison
2nd +1 +0 +3 +0 Poison Resist, Weapon Finesse
3rd +2 +1 +3 +1 Poison Proficiency +4
4th +3 +1 +4 +1 Evasion
5th +3 +1 +4 +1 Poison Proficiency +6, Intermediate Poison
6th +4 +2 +5 +2 Uncanny Dodge
7th +5 +2 +5 +2 Poison Proficiency +8
8th +6/1 +2 +6 +2 Poison Immunity (Natural)
9th +6/1 +3 +6 +3 Poison Proficiency +10
10th +7/2 +3 +7 +3 Advanced Poison
11th +8/3 +3 +7 +3 Poison Proficiency +12
12th +9/4 +4 +8 +4 Improved Evasion
13th +9/4 +4 +8 +4 Poison Proficiency +14
14th +10/5 +4 +9 +4 Improved Uncanny Dodge
15th +11/6/1 +5 +9 +5 Poison Proficiency +16, Expert Poison
16th +12/7/2 +5 +10 +5 Poison Immunity (Magical)
17th +12/7/5 +5 +10 +5 Poison Proficiency +18
18th +13/8/3 +6 +11 +6
19th +14/9/4 +6 +11 +6 Poison Proficiency +20
20th +15/10/5 +6 +12 +6 Masterwork Poison

Class Skills 8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the mandrake.

Weapon and Armor Proficiency: The mandrake is proficient with Light Armor and all Simple and Martial weapons, as well as 1 Exotic weapon of his choice.

Poison Proficiency: Every other level the Mandrake gains a +2 miscellaneous modifier to Craft (poison).

Craft (poison)
Poison Level Craft DC
Basic Toxin 15
Intermediate Toxin 20
Advanced Toxin 25
Expert Toxin 30
Masterwork Toxin 35

Crafting takes 1 hour per vial of poison and each vial is good for 5 applications.

Each time you attempt Craft (poison) you use up 5gp worth of herbs and plants for making your poison, whether or not your check succeeds.

Poison Use: The mandrake is trained in the use of poisons. He suffers no chance to poison himself while applying poison to a weapon.

Basic Toxin: At first level, the Mandrake is proficient in crafting a basic toxin that does 1d4 + Mandrake Int modifier over 5 - Mandrake Int modifier rounds.

Intermediate Toxin: At fifth level, the Mandrake learns to craft an intermediate toxin that does 1d6 + Mandrake Int modifier over 5 - Mandrake Int modifier rounds.

Advanced Toxin: At tenth level, the Mandrake hones his skill even more to be able to craft an advanced toxin that does 1d8 + Mandrake Int modifier over 5 - Mandrake Int modifier rounds.

Expert Toxin: At fifteenth level, the Mandrake has almost perfected the art of poison and is able to craft an expert toxin that does 1d10 + Mandrake Int modifier over 5 - Mandrake Int modifier rounds.

Masterwork Toxin: At twentieth level, the Mandrake has completely mastered all knowledge of deadly poisons and is able to craft a masterwork toxin that does 1d12 + Mandrake Int modifier over 5 - Mandrake Int modifier rounds.

Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Evasion: A mandrake can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the mandrake is wearing light armor or no armor. A helpless mandrake does not gain the benefit of Evasion.

Uncanny Dodge: Starting at 6th level, the mandrake can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Poison Immunity(Natural): By this point in the mandrake's career, he has ingested enough natural poisons to become immune to all non-magical poisons.

Improved Evasion: Improved evasion is like Evasion, but even on a failed saving throw the mandrake only takes half damage. A helpless mandrake does not gain the benefit of Improved Evasion.

Improved Uncanny Dodge: A mandrake of 7th level or higher can no longer be flanked.

Poison Immunity(Magical): The mandrake is now immune to magical poisons.

Ex-Mandrakes[edit]

Mandrakes suffer no penalty for multi-classing.

The Epic Mandrake[edit]

Table: The Epic Mandrake

Hit Die: d6

Level Special
21st Poison Proficiency +22
22nd Bonus Feat
23rd Poison Proficiency +24
24th Bonus Feat
25th Poison Proficiency +26
26th Bonus Feat
27th Poison Proficiency +28
28th Bonus Feat
29th Poison Proficiency +30
30th Bonus Feat

8 + Int modifier skill points per level.

Poison Proficiency: This class feature continues to progress into the Epic levels.

Bonus Feats: The epic mandrake gains a bonus feat every 2 levels after 20th.

Epic Mandrake Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy

Drow Mandrake Starting Package[edit]

Weapons: Punching Dagger x2, Shuriken x20.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Two-Weapon Fighting.

Bonus Feats: Improved Initiative.

Gear: Studded Leather Armor, Standard Adventuring Gear.

Gold: 4d6.

Campaign Information[edit]

Playing a Mandrake[edit]

Religion: Mandrakes typically don't favor religion, but some may worship gods of death.

Other Classes: A mandrake doesn't innately have any strong feelings toward other classes. He does, however appreciate the martial classes' ability to take hits for him while he moves into position to apply poison.

Combat: In combat, the mandrake is always moving to flank his opponent. From this position he can deal the most damage and apply his poisons relatively unhindered.

Advancement: Most mandrakes don't have a reason to multi-class. Veering away from the mandrake path slows the rate at which they gain access to their most virulent toxins.

Mandrakes in the World[edit]

The poison was made from a common plant... anyone could gather it from the side of the road. But it's been distilled to a higher potency than I've ever seen before... we're dealing with a very knowledgeable, very intelligent killer.
—Dr. Ebbard Leil, during the autopsy of Lord Anor Reabvus Sr.


Mandrakes are typically found in the more shady parts of cities, but their skill in poisons requires a specialized education, either via schooling, a mentor, or years of experimentation.

Daily Life: A mandrake spends a good portion of his day brewing his special poisons. A mandrake assassin will spend hours studying and following his next target. A traveling mandrake blade-for-hire will pause in towns to look for contracts, in seedy alleyways or the corners of taverns.

Organizations: While mandrakes don't have a specific organization they belong to, they've been known to join groups associated with assassination. Some are a part of Mafia-like families or death cults. Others attend universities studying botany or chemistry, refining their poisons under the guise of academic curiosity.

NPC Reactions: Mandrakes usually keep their profession a secret, because authorities tend to arrest assassins. When common folk do find out who a mandrake assassin is, he is usually avoided for obvious reasons. Should the mandrake be a mere sellsword, however, he is treated no differently than any mercenary who uses non-poisoned blades.

Mandrakes in the Game[edit]

A mandrake is a great addition to the party in the form of a rogue-like damage dealer and skill monkey, or he can make for a very deadly antagonist to the players' adventures.

Adaptation: A mandrake could be a tribal hunter-warrior who uses blow darts or poison-tipped throwing spears. In a more modern or futuristic setting, his poisons could be electrically-based instead of nature-based so they can damage robots or cyborgs. Yet another adaptation is to have the mandrake be of a reptilian or plague-riddled rodent race, with his poisons applied to natural bite or claw attacks.



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