Poison Soul (5e Class)
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Corrupted by poison since the birth, the life of the young children of Amaun are destined to end very soon. Unless they accept their destiny as Poison Souls and start their journey to fully understand the depths of their power.
Creating a Poison Soul
- Quick Build
You can make a poison soul quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intellegence or Dexterity. Second, choose the hermit background. Third, choose a dungeoneer's pack, and a shortbow with 20 arrows as your starting equipment. The Poison Souls are not well accepted in the cities thanks to their unstable power.
As a Poison Soul you gain the following class features.
- Hit Points
Armor: Light Armor
Weapons: Simple Weapons
Tools: Poisoner's kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana,Deception, Insight, Intimidation, Nature, Persuasion, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple weapon or (b) a handaxe
- a shortbow and a quiver with 20 arrows
- (a) explorer's pack or (b) dungeoneer's pack
- a leather armor, 2 daggers and the poisoner's kit
|Toxin Points||Features||Spell Slot Level|
|3rd||+2||4||Art of Poison||1st|
|4th||+2||5||Ability Score Improvement, Poison Eye||2nd|
|6th||+3||6||Art of Poison feature, Alchemic Master||2nd|
|7th||+3||7||Art of Poison feature||3rd|
|8th||+3||7||Ability Score Improvement||3rd|
|12th||+4||10||Ability Score Improvement, Virulent Link Feature||4th|
|14th||+5||11||Virulent Link feature||5th|
|15th||+5||12||Animate the Dead||5th|
|16th||+5||12||Ability Score Improvement||5th|
|17th||+6||13||Art of Poison feature||5th|
|19th||+6||14||Ability Score Improvement||5th|
|20th||+6||16||World of Poison||5th|
You can use your poisonous aura to harvest the substances of the environment around you, instantly connoting magical toxins.See chapter 10 of the Player's Handbook for the general rules of spellcasting.
As a bonus action, you can start the toxic transmutation. In each of your turns, you gain 1 toxin point, and the toxic transmutation lasts for a number of turns equal to the maximum amount of toxin points you can store, as shown on the toxin storage column on the poison soul table.
You can use your toxin point to cast a poison soul spell, without spending any material components. Any creature immune to poison is also immune to your spells. If a creature have advantage on saving throws against poison, it has advantage on saving throws against your spells.
Each poison soul spell have a cost in toxin points, depending on the level of the spell, as shown bellow:
- 1st-level spells - 2 toxin point
- 2nd-level spells - 3 toxin point
- 3rd-level spells - 5 toxin point
- 4th-level spells - 6 toxin point
- 5th-level spells - 7 toxin point
You can spend additional toxin points to cast a poison soul spell as a spell of higher level. For example, if you cast ray of sickness spending 3 toxin points, you consider the spell as being cast as a 2nd-level spell
While you have at least 1 toxin point, you can cast the poison spray cantrip. When you cast poison spray, the range of the cantrip increases in 5 feet for each toxin point you have after 2.
Constitution is your spellcasting ability for your poison soul spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an poison soul spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Starting at 1st level, you are immune to poison and to the poisoned condition.
In addition, Targets that take poison damage from your spells must make a Constitution saving throw or be poisoned until the end of their next turn. Targets that succeed their saving throws are immune to your poison spells until the end of their next turn. Over the course of a short rest, you can produce one vial of antitoxin. The antitoxin loses its potency after 24 hours.
At 2nd level, you can control a specific type of poisonous technique. Once in each turn you can use one of the following techniques:
- Empowered Poison
- Weakening Poison
As an action, choose a creature you can see within a range equal to 10 feet x your proficiency bonus of you. The creature has disadvantage on its next Strength check or Strength based attack roll until the end of its turn.
- Lethargy Poison
As an action, choose a creature you can see within a range equal to 10 feet x your proficiency bonus of you. The movement speed of the creature is reduced to half until the end of its next turn.
Art of Poison
At 3rd level, you choose an art Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
At 3rd level, when you use your Toxic Transmutation feature to gain the maximum amount of toxin points you can store, without spending them, you regain one use of Toxic Transmutation. You can't use this feature again until you finish a short or a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 4th Level, you can peer into the souls of your enemies, causing them to become inflicted with your noxious gaze. Choose a target that you can see within 60ft, they must succeed on a wis saving throw or become poisoned. The target remains poisoned until it is cured or succeeds on a con save, ending the effect, when your current Toxin Points become 0 or you fall unconscious.
Starting at 5th level, when you use any of your Poisonmancer Techniques, you can make a single attack or cast the poison spray cantrip as a bonus action.
Your venomous aura becomes so powerful that is now able to melt your targets. At 5th level Whenever you use a ability or spell from this class that causes poison damage, you can use your reaction to deal acid damage instead. Alternatively you can use your reaction to frighten your target.
Starting at 6th level, as long as you have your poisoner's kit in hand, you can craft a poison and the potion of poison taking half the time and spending a quarter of the resources in gp.
Starting at 11th level, you can use your poisonous soul to create a temporary bond with poisoned targets, causing them to experience the following effects. Additionally, targets you successfully poison are afflicted with this link until the poison is removed or your toxin points reach 0. Poisoned targets are now poisoned for 3 minutes instead of 1
Baleful Hunger: At Level 10 Your poison soul feeds off of the suffering of others. As an Action, expend a toxin point to regenerate hit points equal to your Constitution modifier from each of the targets currently affected by your poison abilities.
Corroding Aura: At Level 12 When you take damage your poison soul sends out a wave of noxious power. When you take damage you can spend a toxin point during your reaction to deal poison damage equal to your Constitution modifier to each target currently affected by your poison.
Imposing Aura: At Level 14 Your poison abilities cause unbearable pain that alters the mind of your targets. As an Action, you can spend a toxin point to cause afflicted targets to go into a frenzy for one minute, attacking their friends to end their suffering. A target affected this way is Charmed by you for the duration.
Starting at 15th level, Targets who die due to your Poison abilities can be brought back to life as a thrall for 1 hour at the cost of five hit points. These poison thralls have 1 hit point and deal melee damage equal to your level and can only be brought back 3 minutes after death. These thralls dissipate early if you die or your toxin points reach 0 and cannot speak. Thralls obey your verbal commands.
At 18th level, your poison abilities have evolved into something far more dangerous. Enemies who are immune to poison are now resistant to your poison abilities, enemies who are resistant lose their resistance to your toxins and normal immune systems fail at fighting off your corrosive aura, becoming vulnerable to your poison effects. Additionally, all your poison effects last twice as long.
World of Poison
At 20th level, you can expend 10 toxin points to dig your fingers into the earth and cause your soul to extend out into a 100ft circle. For 1 hour terrain inside the circle becomes rough terrain and targets inside (excluding you and others friendly to you) are dealt poison or necrotic damage equal to 5d10 + your constitution modifier each turn they start inside the circle. While inside the circle targets are poisoned and have disadvantage on perception checks as the air around them peels their skin and melts their flesh. Additionally, you have advantage on melee attacks while inside the circle and heal hit points equal to your level + your constitution modifier. Allies within the radius are also healed but have disadvantage on perception checks as poison whirls through the air.
Arts Of Poison
The assassin art is the specialization in using poison to kill enemies fast and silently. A poison soul specialized in this art excels at suppressing its targets and spreading the deadly effects of its venom. These Assassins are brutal killers and are never to be taken lightly. With Enough potency to kill dragons long after they soar into the air or turn their enemies to sludge, their efficiency is well known throughout their respective peers.
- Expanded Spell List
- 1st-level: fog cloud
- 2nd-level: silence
- 3rd-level: haste
- 4th-level: greater invisibility
- 5th-level: far step
- Martial Training
When you choose this art at 3rd level, you gain proficiency with martial weapons and medium armor.
- Noxious Aura
Starting at 3rd level, whenever you hit a target with an attack from a slashing or piercing weapon, you can spend your toxic points to conduct the venomous power of your soul trough your weapon, releasing it into your opponents body. You spend 2 toxic points to deal additional 2d8 poison damage to the target.
You can deal more damage, by spending more toxic points: 3d8 (3 points), 4d8 (5 points), 5d8 (6 points) and 6d8 (7 points).
- Necrotic Venom
At 5th level, you can use your bonus action to convert the poison into a magical destructive substance. The next time you poison damage until the end of your turn, you can choose to deal necrotic damage instead.
You can use this feature a number of times equal to your Constitution modifier, being unable to do it again until you finish a long rest.
- Enhanced Potency
At 6th level, whenever you use your Necrotic Venom, you deal additional 1d8 damage from the poison or necrotic types (your choice) and the creature is poisoned until the start of your next turn. Targets Poisoned this way have disadvantage on overcoming the poison and suffer damage equal to your con modifier and the end of each of their turns. Only one target can be affected at a time. You cant use this feature again until you finish a long rest.
- Crippling Injection
At 7th Level, whenever you make an attack that deals slashing or piercing damage to a poisoned target, you can spend 3 toxin points to paralyze the target for three minutes. If the target overcomes the poison, this effect ends. Killing a target paralyzed this way heals you hit points equal to your level plus your prof bonus. You cant use this feature again until you finish a long rest.
- Venomous Aura
At 10th level, the range of your Poisonmancer Techniques is doubled as long as you have at least 2 toxin points. Additionally, when you end your turn with 1 Toxin point you regenerate 2 toxin points at the start of your next turn.
- Touch of Death
At 14th level, you can touch a creature, transmutating its body fluids into venom. You touch a target within 5 feet. The target must succeed on a Constitution saving throw, made at disadvantage.
On a failed save, the creature takes 8d12 poison or necrotic damage (your choice), or half as much on a success, and it is poisoned for 1 minute. The creature can make one additional saving throw on the start of each of your turns to end the condition.
Once you use this feature, you can't use it again until you finish a long rest.
Poison souls devoted to the medicinal art can harness the power of toxins and venoms to create powerful curative substances, using the destructive power of his soul to fight infections and diseases, and allow the faster regeneration of the body.
- Expanded Spell List
- 1st-level: goodberry
- 2nd-level: lesser restoration
- 1st-level: remove curse
- 1st-level: death ward
- 1st-level: greater restoration
- Medicinal Training
When you choose this art at 1st level, you gain proficiency with the Medicine skill and with the herbalist's kit.
- Healing Soul
By using your ability to transmute substances through the power of your poison soul, you can use your own vitality to mend wounds of your allies.
You can use your Action and spend one hit die to restore a number of hit points equal to the number rolled on the die + your Constitution modifier.
At 7th level, when you use your Toxic Transmutation feature, you can fill one vial with a curative substance for each turn you spend on the toxic transmutation.
You can choose to spend two turns to fill a vial with a more potent substance. When the liquid on this substance is drank for a creature, one of the following conditions end: blinded, deafened, stunned, poisoned, paralyzed and petrified.
Starting at 10th level, you gain the benefits of your Alchemic Master feature when crafting potions of healing as well.
In addition, whenever you use your Healing Soul feature, you can spend your toxic points to restore additional hit points. You can spend 2 points to restore 1d8 additional hit points, and this number increases for additional points used: 2d8 (3 points), 4d8 (5 points), 5d8 (6 points), 6d8 (7 points).
- Aura of Healing
At 14th level, you can release the power of your soul targeting all creatures within 60 feet, using your transmutation powers to cure all creatures in the area.
Any allied creature within the area regain 1d6 hit points on the start of each of your turns, and any hostile creature in the area needs to succeed on a saving throw against your spell save DC, or take 1d6 poison damage (or half as much, rounded down, on a success) every turn it starts on this area or when moves towards the area.
This lasts for 1 minute, and once you use you can't do it again until you finish a long rest.
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
bane, detect poison and disease, ray of sickness, sleep
- 2nd Level
blindness/deafness, calm emotions, dragon's breath (poison only), hold person, protection from poison
- 3rd Level
gaseous form, feign death, slow, stinking cloud
- 4th Level
confusion, compulsion, dominate beast, hallucinatory terrain
- 5th Level
cloudkill, contagion, hold monster
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: