Toxicologist (5e Subclass)

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Toxicologist[edit]

Ranger Subclass

Rangers use all sorts of tools and techniques at their disposal in order to hunt and trap their quarry. The Toxicologist is a master of poisons, equipped with numerous concoctions that each inflict different side effects to suit the type of situation the ranger would find themselves in.

Toxicologist Magic[edit]

3rd-level Toxicologist feature

You learn the Sapping Sting cantrip if you don't have it already. You also learn an additional spell when you reach certain levels in this class, as shown in the Toxicologist Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Toxicologist Spells
Ranger Level Spell
3rd Tasha's Caustic Brew
5th Blindness/Deafness
9th Spirit Shroud
13th Vitriolic Sphere
17th Cloudkill

Spore Cloud[edit]

3rd-level Toxicologist feature

Starting at 3rd level, you can use a bonus action to bring forth a cloud of spores onto the battle field.

You create a 10-foot-radius sphere of spore cloud centered on a point within 30 feet of you that lasts for 1 minute. As a bonus action on subsequent turns, you can move your spore cloud 30 feet in any direction. You can designate any number of creatures you can see to be unaffected by this effect when you cast it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 1d4 necrotic damage. On a successful save, the creature takes half as much damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

The necrotic damage increases to 2d4 at level 7, to 3d4 at level 11, and then 4d4 at level 15.

Poisoner's Arsenal[edit]

3rd-level Toxicologist feature

You master the arts of using poisons as your main weapon against your quarry. Starting at 3rd level, you gain proficiency in the poisoner’s kit if you don't already have it.

In addition, as part of a long rest, you can spend 1 hour using a poisoner’s kit to create a number of doses of poison equal to your proficiency bonus, which lasts for 24 hours. You choose the effects of the poisons you make from the Poison Effects list below.

You can apply a dose of poison onto a weapon or a piece of ammunition as a bonus action, and they retain their potency for 5 minutes or until you hit a creature with the weapon or ammunition. When a creature takes damage from a coated weapon or ammunition, that creature must succeed on a Constitution saving throw against your spell save DC or suffer from the poison’s effects and become poisoned for the same duration of that effect. A creature immune to the poisoned condition is still affected by your poisons effects.

Poison Effects:

  • Fey Aphrodisiac. The creature is charmed by you for 1 hour. While charmed in this way, the target is infatuated with you and will attempt to follow your demands as best it can, although it will avoid violence unless it was already inclined to fight on your behalf. The effect ends early if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
  • Muscle Relaxant. The creature’s movement speed is halved, it has disadvantage on Strength saving throws, and it deals half damage with weapon attacks that use Strength until the end of its next turn.
  • Neurotoxin. The creature is stunned until the end of its next turn. When stunned in this way, it has a movement speed of 0.
  • Sight Stealer. The creature is blinded for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.
  • Tranquilizer. The creature falls unconscious and is asleep for 1 hour. It wakes if it takes any damage or if someone else uses an action to shake the creature awake.
  • Undead Blood. The creature takes 1d6 necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes along rest. The target dies if this effect reduces its hit point maximum to 0.
  • Venom. The creature takes 1d12 acid damage and is poisoned for 1 minute on a failed save, and takes half damage and isn’t poisoned on a successful one. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success.

Poison Tolerance[edit]

7th-level Toxicologist feature

Your dabbling in poisons has made it so they pose little risk to you. You gain resistance to poison damage and immunity to the poisoned condition. If you already have resistance to this damage type, you can instead choose to gain resistance against one of the following damage types: acid, cold, or necrotic.

Lethal Dosage[edit]

11th-level Toxicologist feature

Your poisons are even deadlier. When a creature has to make a saving throw against a poison made from your Poisoner’s Arsenal feature, you can have it roll with disadvantage.

In addition, the poisons you make from your Poisoner’s Arsenal feature can deal and extra 2d6 poison damage on a failed save, and half as much damage on a successful one. A creature takes this damage before the effects of the poison are applied.

Stink Bomb[edit]

15th-level Toxicologist feature

You can deploy foul-smelling smoke to cover your escape or distract foes. You can cast the stinking cloud spell without expending a spell slot or material components. When you do, the spell lasts until the start of your next turn, and each creature completely in the cloud automatically fails its saving throw unless it doesn’t need to breathe or is immune to poison. Once you cast in this way, you can’t do so again until the end of a short or long rest.

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