Poison Specialist (5e Subclass)
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Poison Specialist[edit]
Artificer Subclass
Artificers who choose this specialization either are criminals themselves or work in for black markets, developing lethal poisons for their clients. Although usually associated with nefarious activities, poison specialists can serve to prevent individuals from being poisoned, or work to detect and identify a poison - and thus, its antidote - before it is too late.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with poisoner's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- Poison Specialist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Poison Specialist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | detect poison and disease, ray of sickness |
5th | Protection from Poison, ray of enfeeblement |
9th | bestow curse, stinking cloud |
13th | blight, Sickening Radiance |
17th | cloudkill, contagion |
- Poisoner
At 3rd level, you gain proficiency with poison kits. If you already have this proficiency, you gain proficiency with another type of artisan's tool of your choice. When you gain the ability to with one hour of work using a poison kit and expending 50 gp of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or ammo, the poison retains its potency for 1 minute or until you hit with the weapon or ammo. When a creature takes damage from the faced weapon or ammunition, that creature must succeed on a Constitution saving throw or take 2d8 poison damage and remain poisoned until the end of your next turn.
In addition, you can coat a weapon in poison as a bonus action instead of an action.
- Toxicologist Savant
At 5th level, you've developed a masterful mastery of your alchemical poisons, enhancing the damage you deal through them. Whenever you cast a spell using your Poison Kit as the casting focus, to cast a spell that deals poison damage, you ignore the target's resistance to poison damage, and that roll is for a bonus poison damage equal to half your level in this class.
- Experienced Poisoner
Starting at 9th level, you've been exposed to so many chemicals that they pose little risk to you, and you can use them as a weapon against those who attack you:
- You gain resistance to poison damage and are now immune to the poisoned condition.
- Your unarmed damage deals 1d6 + your Intelligence modifier poison damage.
- Whenever you take a melee attack, you can use your reaction to force your attacker to make a Constitution check, failing which he is poisoned until the end of his next turn.
- Diluted Poison
Starting at 15th level, you can incorporate your poisons into most of your spells:
- Whenever you cast a spell that would deal damage other than poison, you can turn the spell's damage into poison. (Example: a Fireball spell becomes poison ball, etc.).
- When you cast a spell that doesn't deal damage, you can add an extra Constitution saving throw to it, where if the spell's target fails, it has the poisoned condition in addition to the spell's normal effects.
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