Poison Expert (5e Feat)
Poison Expert
Prerequisites: Dexterity or Intelligence 13 or higher
You have professional knowledge of concocting and applying poisonous substances.
You gain the following benefits:
- You gain proficiency in the poisoner's kit, if you do not have it already.
- Applying poison to a weapon or 1 piece of ammunition costs only a bonus action for you.
- When you craft a vial of basic poison using a poisoner's kit, you may instead craft a number of ounces of it equal to your Dexterity or Intelligence modifier over a long rest. Your poison now deals 2d6 poison damage, and its saving throw DC becomes 8 + your proficiency bonus + your Dexterity or Intelligence modifier, instead of 10.
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gollark: ???
gollark: It is possible to exploit this using a "spread-spectrum" thing, but really who cares.
gollark: My trilaterators on SC either monitor fixed channels or use the last 127 from a public modem sniffer, which works fine but means that if someone sends on a new channel for the first time in a while it won't know where that was from.
gollark: Then you'd miss things.
gollark: Are detectable via high entropy, although that would be a bit performance-intensive to check and might be false-positive-laden.
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