Poisoner (5e Class)
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A poisoner is a person who uses toxins to harm and disable their foes.
Creating a Poisoner
|A poisoner prepared to throw a bottle|
- Quick Build
You can make a Poisoner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit background.
As a Poisoner you gain the following class features.
- Hit Points
Armor: Light or Medium
Weapons: Simple, Light, Hand crossbows
Tools: Poisoner's kit, Brewer's Supplies.
Saving Throws: Con, Int
Skills: Choose three from Deception, History, Insight, Investigation, Nature, Medicine, Perception, Sleight of Hand
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Poisoner's Kit or (b) Brewer's Supplies
- (a) Dagger or (b) Shortsword (if proficient)
- (a) 2d8 Corked Flasks or (b) 3d12 Corked Vials
- If you are using starting wealth, you have 3d4x10 GP in funds.
|1st||+2||Ingredient Substitution, Poison Novice|
|4th||+2||Ability Score Improvement|
|6th||+3||Poisoner Archetype feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Poisoner Archetype feature|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|17th||+6||Taste of your own medicine|
|18th||+6||Poisoner Archetype feature|
|19th||+6||Ability Score Improvement|
At first level, when Brewing a Potion, you may substitute one ingredient per potion. You can only do this if the ingredient is the same type, is of equal or more value, and of equal or more rarity.
At 1st level you become proficient in brewing poisons. It takes a fourth the cost of the poison in ingredients to make poisons for you and you only need to spend a fourth the time it would take to make a full poison (ex. Assasin's blood costs 150 gp, most people have to use 75 gp worth of ingredients and would take 30 days to create the poison. You only need 19 gp of ingredients and 8 days to create the poison and on that 8th day you can start making a new poison). You also add your proficiency modifier to the DC of any poison you have studied. You have a journal in which you contain the poisons you are competent with starting with Assassin’s Blood and Serpent Venom and any other poisons you work out with the DM. You are also allowed to your medicine skill in using Poisoner’s kit rather than intelligence if you choose. Poison is a loose term you can also create acids if you have the right items.
At 2nd level you are now quite focused at harvesting new items for poisons. You may use a medicine rather than nature roll for these types of effects. You may also roll a DC 20+ ½ creature CR – proficiency – wisdom modifier to attempt to know the weak points of a creature. If so you have advantage on attacks against the creature.
At 3rd level, you chose a poisoner archetype. Choose between a crafty Intelligent Disperser, the cruel Reaper,the skilled Monster Harvester or the versatile Medical Adept, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 11th, and 17th.
Ability Score Increase
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.
At 5th level you can craft 25 gp worth of poison a day. Poisons you create also have 2 extra die worth of damage (poisons that due no damage naturally gain 2d6) and if unnoticed the victim has disadvantage on the save. You may analyze poisons you haven’t made in order to learn an ingredient of the poison. This consumes a dose of the poison.
Weapons you use at 7th level that are poisoned have an extra d6 of damage and retain 1d4 +proficiency uses of poison rather than just a single use.
At 9th level you can make 50gp worth of poison a day and use only a fifth the ingredients. Poisons you create gain another 2 die of damage. You may alter poisons you haven’t made to add 2 die to the damage. You may perform 2 analysis of poisons you haven’t made. The second analysis consumes the poison.
At 10th level you get the ability to create poisons that have different up take techniques from the usual. You and the DM will need to discuss the effects these changes will have on the poison (ex. Injury based assassin’s blood may need to deal less damage.)
At 13th level your poisons become very effective against almost all creatures. All poisonous attacks you make against anyone or anything that creature must make a DC16 constitution saving throw or take double damage. You also are able to poison weapons in the middle of combat as a bonus action.
At 14th level you create such powerful poisons that creatures with a physical form that are normally immune to poison only have resistance to them and creatures with resistance have none. This does not apply to items and only to the damage type poison.
At 15th level your intensive study on different ingredients has allowed you to find combinations of ingredients that can substitute more expensive ingredients in poisons. This makes the poison less potent but can greatly reduce the cost of creation of the poison.
Taste of your own medicine
Starting at 17th level any poison that you are affected by has the opposite effect depending on the poison. You are also able to convert other potions into deadly poison. For all poisons you are affected by the constitution saving throw is subtracted by your proficiency + your constitution modifier.
Starting at 20th level you may take one action to change a basic poison into any poison of value that is less than 500 gp. This transformation last for a total of 1 minute and you may perform this up to three times per day.
At level 3 you get double proficiency in nature, and proficiency in religion, arcana, or history
At level 3 your bottles are designed to help distribute toxins. By throwing a bottle of a poison it will break each creature in a 10 foot range will take 1 piercing damage and will then get the poison effects.
At level 6, you learn how to disguise your poisons. Poisons taste and smell sweet and will apear to most as a sweet drink. People who drink your poisons will not notice what it truly is.
At level 11, you can mix poisons to create those with multiple effects. The max amount of effects is equal to 1/2 Intelligence modifier round up
At level 17, you gain one permanent long term madness effect and you deal 50% more poison damage
At level 3,You gain proficiency in the stealth or sleight of hand skill. Your proficiency bonus is doubled when using this skill.
At level 3, after killing an enemy you can make another attack against a new target. This ability can be used once per turn.
At level 6, you can cause immense pain on a creature without killing them. When you deal lethal damage against a creature that is your size or smaller you can instead leave them bleeding out. They will be at one health, prone, have disadvantage on all saving throws and skill checks, and all attacks against them have advantage. They won't be able to talk louder than a normal talking voice and will die unless treated after 2 minutes.
Blood of Death
At Level 6 your powers of death fills your blood with necrotic power. You gain resistance against necrotic damage and you are vulnerable against Radiance damage. You can mix your blood into your poisons to have them deal 1d8 extra necrotic damage. This damage increases to 2d8 at level 10 and 3d8 at level 14.
At level 11 Your can potions provide a smokescreen with a radius of 20 feet which decreases perception checks involving sight and smell by 10 of all that are in it. Lasts 2 rounds with a range of 50 feet. Can be used d4 times after a long rest.
At level 17, the people you kill power your poisons. After you kill someone poisoned weapons deal 1d10 extra necrotic damage (stacks up to 3 times) for 6 rounds. Your necrotic damage is no longer resisted by enemies.
Death of the Reaper
At level 17, your powers if death bring you closer to it. You have disadvantage on death saving throws and revival spells cost twice the amount of components to revive you if you have killed a creature withen the last 24 hours.
At level 3, you have an incredible knowledge of monsters and can use this knowledge to help you fight them. You get double proficiency in history checks involving monsters. You can roll a history check as a bonus action when fighting a living monster. If you pass you get advantage on your next attack but if you fail you get disadvantage on your next attack.
At level 3,you know how to make poisons in your poisoners kit with monster parts. The effects of these poisons are related to the monster you fought decided by your Dungeon Master.(for example a poison made from an Gelatinous ooze may deal extra 2d8 acid damage.) You can not do this on undead or construct.
At level 6, you choose one type of creature from, fae, abjurations, dragons, monstrosities, oozes, undead, plants and fiends. This creature type no longer resists your poisons and you can create a special version of a poison designed to kill that type of creature. It deals double damage to the creature but half as much to any other creature type. You choose one more creature type at level 12
At level 11, By using monster organs you can disguise yourself as that creature by rubbing them on yourself. You smell exactly like the creature of the organs you rubbed on yourself and creatures with an intelligence of 5 and under will instantly believe you are that creature. (warning some monster organs like dragon organs may be deadly to rub on yourself)
At level 17, you can undergo a 1 hour ritual with a monsters body to ingest its blood(only works if monster has blood). For 6 hours your highest ability score is replaced with the monsters ability score, and your lowest score is replaced with the monster score. You learn one language the monster knew, one resistance if it has any, one vulnerability if it has any, and one ability the monster has chosen by the Dm. Once per long rest.
Healer and Hurter
At level 3, You gain proficiency in the Herbalist kit and the Medicine skill. You can use the medicine check on humanoids as a bonus action to make them vulnerable to your next attack.
At level 6, you can make a medicine check to bring a humanoid back to life who has been dead for a minute, by taking organs from a humanoid of the same race.
At level 6, you gain double proficiency with daggers and you have advantage on ability checks that involve you using your daggers.
At level 11, your potions heal twice as much and you gain double proficiency in medicine checks.
At level 17 you can use an action to forcefully revive a humanoid for 2 minutes. It will be at its maximum health but can not gain hp. While it is brought back to life it gains 1 level of exhaustion whenever it expends itself to try to dodge an attack or makes a saving throw instead of auto-failing. Though once this is used on a creature it's soul is tarnished and after 2 minutes (or it dies again) it will disperse into the afterlife and is unable to be revived by anything other than a wish spell.
Prerequisites. To qualify for multiclassing into the poisoner class, you must meet these prerequisites: Intelligence 13 or Dexerity 13
Proficiencies. When you multiclass into the poisoner class, you gain the following proficiencies: poisoners kit, 1 skill from Deception, History, Insight, Investigation, Nature, Medicine, Perception, Sleight of Hand |