Valorant (5e Subclass)
- This subclass does not belong to any existing class and Only one subclass can be taken per character
Viper Toxic[edit]
"Do you think you can resist? Take a deep breath... and kneel before the next evolution."
Level 1 — Toxic Seeder[edit]
From the beginning, your body and mind are poisoned with knowledge.
Toxic Adapters and Generators: You gain an infusion that adds a bonus to your AC equal to your Intelligence modifier, which must be placed near your body to function.
Toxic Charges: You start with a number of charges equal to your Intelligence modifier + half your level (minimum 1).
You must spend one minute to craft each toxic charge, which costs around 20 gp in materials, and you must use a poisoner's kit and a tool kit to craft them.
Base Toxic Damage: When you use Toxic Charges on weapons or attacks, you deal an additional 1d6 poison damage.
Evolutionary Poison: Every time you attack using Toxic Charges, the enemy must succeed on a Constitution saving throw against your poison (DC = 8 + your level + your Intelligence modifier) or become poisoned for a number of rounds equal to your Intelligence modifier (minimum 1).
While poisoned, the target suffers vulnerability to poison damage.
Their maximum hit points are reduced by a percentage (%) equal to your Intelligence modifier per turn affected (minimum 1%). This reduction stacks every turn.
Level 3 — Toxic Armament[edit]
You access the true arsenal of the Viper.
You gain access to the following abilities:
Venomous Dart: As an action, you can fire a small toxic projectile up to 150 feet that covers a 10-foot radius from the impact point and lasts for 3 turns before evaporating.
- Requires one toxic charge
The affected area remains poisoned for 1 minute, causing automatic failure of Evolutionary Poison saving throws while inside the area.
Impact: 2d8 poison damage per turn + 50% movement reduction.
Poison Wall: As an action, you launch a barrage of toxic mines creating a straight-line wall 100 feet long covering the entire floor and surface.
- Requires three toxic charges
The affected area remains poisoned for 1 minute, causing automatic failure of Evolutionary Poison saving throws while inside the area.
Any creature starting its turn in the area takes 2d6 poison damage and has disadvantage on its next attack roll.
Poison Grenade: As an action, you throw a capsule that explodes in a 15-foot radius.
- Requires two toxic charges.
The affected area remains poisoned for 1 minute, causing automatic failure of Evolutionary Poison saving throws while inside the area.
Any creature starting its turn in the area takes 2d6 poison damage and has disadvantage on its next attack roll.
Poison Wave: As an action, you cast a toxic wave in a 60-foot circle around you, covering all ground and surfaces.
- Requires 10 poison charges
The affected area remains poisoned for 10 minutes, causing Evolutionary Poison saving throws to automatically fail while within the area.
Hit: 2d8 poison damage per turn.
- Passive — Toxic Camouflage
While inside a toxic area created by you (cloud, grenade zone, ultimate, etc.), you become invisible.
This invisibility ends if you attack or cast a spell.
You automatically regain invisibility at the start of your next turn if you remain inside a toxic area without attacking.
Level 6 — Virulent Mutation[edit]
Your control of poison reaches extreme biological levels.
Improved Toxic Adapters and Generators: Your toxic adapters and generators now generate 1 free charge per turn up to your Intelligence modifier once per day.
Enhanced Toxic Venom: Your charges now deal 2d6 additional poison damage.
Maximum Life Effect: Each time an enemy affected by your poison loses maximum hit points, they suffer disadvantage on Constitution saves until the end of your next turn.
Natural Resistance: You gain resistance to poison damage and advantage on all saves against poison effects.
Poisoned by Knowledge: You gain proficiency in everything related to poison.
Level 10 — Lethal Gas Hive[edit]
You masterfully manipulate your toxic zones.
While inside a toxic zone, Enemies must be within 5 feet to detect and locate you.
While inside a toxic zone, your critical hit range is increased by two steps (e.g., 18-20).
Additionally, for each enemy killed within a toxic zone, your critical hit range improves by one more category, up to a maximum equal to your Intelligence modifier.
You overcome resistance and immunity to damage from your poison-based attacks and become immune to them.
Level 14 — Suffocating Domination[edit]
You transform the battlefield into a death chamber.
When you are within a number of feet equal to your Intelligence modifier of a poison source, you can use a reaction to absorb the poison with your adapters and generators, gaining 1 toxic charge for every 5 feet of surrounding poison.
Enemies that die while affected by this maximum life reduction cannot be resurrected except by a wish spell or greater miracles.
Furthermore, your Toxic Camouflage invisibility no longer ends when casting spells that do not deal direct damage.
Level 20 — Avatar of Extinction[edit]
The world becomes your lethal laboratory.
Supreme Toxic Zone: Once per long rest, you can unleash your "Grand Toxic Zone":
Area radius = your Intelligence modifier × your Intelligence modifier (in feet), centered on you, lasting 1 minute.
Every hostile creature within the area:
Takes poison damage at the start of its turn multiplied by your Intelligence modifier.
Loses 20% of their maximum hit points per turn (stacking) to a minimum of 1.
Suffers disadvantage on all attacks, saving throws, and ability checks while within the area.
Allies inside the zone gain immunity to poison and advantage on Constitution saves.
While the Toxic Zone is active:
You are permanently invisible (even if attacking or casting spells).
You can move freely across the battlefield undetected unless a creature has true sight.
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