Toxicologist (5e Class)

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Toxicologist[edit]

Prestige Class: Toxicologist[edit]

Prerequisites[edit]

To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Class Features[edit]

As a Toxicologist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Toxicologist level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Toxicologist level

Proficiencies

Weapons: simple weapons, blowgun, hand crossbow, heavy crossbow
Tools: poisoner's kit, alchemist's supplies,
Skills: Choose two from Nature, Survival, Arcana, Acrobatics, Animal Handling, Stealth, Investigation, Medicine, Insight

Level Proficiency
Bonus
Features
1st Poisoner AdeptPoison Crafter
2nd Toxic HarvestGas Bombs
3rd Serums
4th Ability Score Increase
5th
6th Poison Resistance
7th First Instinct
8th Ability Score Increase
9th At the Ready
10th Potent Poisons


Adept Poisoner[edit]

Starting at 1st level, you gain proficiency in poisoners kit. You can apply poisons to weapons as a bonus action.

Poison Crafter[edit]

Starting at 1st level, over the course of a short or long rest, you can craft poisons. You have poison points equal to your Intelligence modifier + your proficiency bonus. If a save is called for, they roll against your poison save DC = 8 + proficiency bonus + Intelligence modifier. These poisons can be applied to one weapon(if applied to a ranged weapon, the ammunition becomes coated as it is fired). The poison lasts for a minute, or until a successful attack has been made with the weapon. Poison points are regained after a long rest.

Basic Poison(1 point): See PHB

Lasting Poison(1 point): The target takes an additional 1d6 poison damage and must make a Constitution save or be Poisoned for a minute. An affected creature can retry their save at the end of each of their turns.

Tracking Poison(1 point): You know the location of the target as long as they are within 500 feet of you for the next hour.

Slowing Poison(1 point): The target takes an additional 1d6 poison damage and must make a Constitution save or have their speed halved for a minute. An affected creature can retry their save at the end of each of their turns.

Blinding Poison(2 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Blinded for a minute. An affected creature can retry their save at the end of each of their turns.

Illuminating Poison(2 points): The next attack roll against the target has advantage and it sheds bright light for 5 feet and dim light for another 10 feet for a minute or until they use their action to scrape the stuff off.

Coating Poison(2 points): The target takes an additional 1d6 poison damage and another 1d6 at the start of each of their turns for a minute or until they use their action to scrape the stuff off.

Stunning Poison(3 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Stunned for a minute. An affected creature can retry their save at the end of each of their turns.

Paralyzing Poison(5 points): The target takes an additional 1d6 poison damage and must make a Constitution save or be Paralyzed for a minute. An affected creature can retry their save at the end of each of their turns.

Toxic Harvest[edit]

Starting at 2nd level, you can craft poisons from creatures. When you come upon a dead creature, you may use your action to make a Wisdom(Survival) or Intelligence(Nature) with a DC equal to 8 + CR of the creature. On a success, as long as the creature has an attack that deals poison damage, you regain poison points as shown on the table below.

CR Poison Points Regained
1-4 1
5-9 2
10-14 3
15-19 4
20+ 5

Gas Bombs[edit]

Starting at 2nd level, you are able to make small bombs filled with poison. You can use your action to throw one of these objects up to 60 feet, where it creates a 5 foot radius sphere of poison smoke that is heavily obscured. A creature that ends its turn in this area or enters it for the first time on its turn takes 1d6 poison damage. They last for a minute or get blown away after a round by a strong wind. You can use this ability a number of times equal to your proficiency bonus per long rest.

Serums[edit]

Starting at 3rd level, you are able to create serums. When you finish a long rest, you can create a number of serums equal to your Intelligence modifier. You can apply serums to yourself or a creature within your reach as a bonus action.

Serums

Animal Enhancement: For one minute, the affected creature has advantage on one type of saving throw(Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) of your choice The effects last for 1 minute.

Caffeinated Shot For one hour, the affected creature has one less level of exhaustion than they did before. If the creature had no exhaustion when it became affected, its speed increases by 10 feet and they have advantage on opportunity attacks.

Night Vision For one hour, the affected creature perceives areas that they would have perceived as dim light as bright light and perceived darkness as dim light.

Calming Concoction For one minute, the affected creature cannot be charmed, frightened or surprised. Any of these conditions are suppressed until a minute ends.

Element-skin For one minute, the affected creature has resistance to a damage type of your choice.

Bolster Shot Affected creature gains 2d6 temporary hit points that last for 8 hours.

Ability Score Increase[edit]

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.

Poison Resistance[edit]

At 6th level, you have worked with poisons so much, you have built up a resistance to them. You have resistance to poison damage and advantage on saves against being poisoned.

First Instinct[edit]

Starting at 7th level, when you roll initiative, you may choose to roll with disadvantage but you may use your reaction to apply a poison to a weapon you are wielding.

At the Ready[edit]

Starting at 9th level, once per long rest, you may mix a poison very quickly for when you really need it. You can use your action to create one poison from the list, provided you have the poison points available.

Potent Poisons[edit]

Starting at 10th level, whenever a creature fails a save against one of your poisons, they cannot retry their save at the end of each of their turns, the effect lasts the full duration.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.



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