Poison Soul (5e Class)

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Poison Soul

Corrupted by poison since the birth, the life of the young children of Amaun are destined to end very soon. Unless they accept their destiny as Poison Souls and start their journey to fully understand the dephts of their power.



Creating a Poison Soul


Quick Build

You can make a poison soul quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background. Third, choose a dungeoneer's pack, and a shortbow with 20 arrows as your starting equipment. The Poison Souls are not well accepted in the cities thanks to their instable power.

Class Features

As a Poison Soul you gain the following class features.

Hit Points

Hit Dice: 1d8 per Poison Soul level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Poison Soul level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Poisoner's kit
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana,Deception, Insight, Intimidation, Nature, Persuasion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a handaxe
  • (a) a shortbow and a quiver with 20 arrows or (b) 5 An ability score was not entered for this template!
  • (a) explorer's pack or (b) dungeoneer's pack
  • a leather armor, 2 daggers and the poisoner's kid

Table: The Poison Soul

LevelProficiency
Bonus
Features
1st+2Containment Shield • Release the Soul
2nd+2Poison Fingers
3rd+2Art of Poison
4th+2Ability Score Improvement, Poison Eye
5th+3Poison Breath
6th+3Weaken the Soul • Art of Poison feature
7th+3Shaping Poison
8th+3Ability Score Improvement, Art of Poison feature
9th+4Poison Puppet
10th+4Poison Drain
11th+4Share the Soul
12th+4Ability Score Improvement, Poison Cube
13th+5Animate Mold
14th+5Corrupted Mind
15th+5Share the Pain
16th+5Ability Score Improvement, Poison Cage
17th+6Art of Poison feature
18th+6Animate the Dead
19th+6Ability Score Improvement, Poison Dominance
20th+6World of Poison

Toxic Transmutation

You can use your poisonous aura to harvest the substances of the environment around you, instantly connoting magical toxins.See chapter 10 of the Player's Handbook for the general rules of spellcasting.

As a bonus action, you can start the toxic transmutation. In each of your turns, you gain 1 toxin point, and the toxic transmutation lasts for a number of turns equal to the maximum amount of toxin points you can store, as shown on the toxin storage column on the poison soul table.

You can use your toxin point to cast a poison soul spell, without spending any material components. Any creature immune to poison is also immune to your spells. If a creature have advantage on saving throws against poison, it has advantage on saving throws against your spells.

Each poison soul spell have a cost in toxin points, depending on the level of the spell, as shown bellow:

  • 1st-level spells - 2 toxin point
  • 2nd-level spells - 3 toxin point
  • 3rd-level spells - 5 toxin point
  • 4th-level spells - 6 toxin point
  • 5th-level spells - 7 toxin point

You can spend additional toxin points to cast a poison soul spell as a spell of higher level. For example, if you cast ray of sickness spending 3 toxin points, you consider the spell as being cast as a 2nd-level spell

While you have at least 1 toxin point, you can cast the poison spray cantrip. When you cast poison spray, the range of the cantrip increases in 5 feet for each toxin point you have after 2.

You can use the toxic transmutation a number of times equal to your level, and regain the ability to do so after completing a short or a long rest.

Constitution is your spellcasting ability for your poison soul spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an poison soul spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Toxic Immunity

Starting at 1st level, you are immune to poison and to the poisoned condition.

In addition, over the course of a short rest, you can produce one vial of antitoxin. The antitoxin loses its potency after 24 hours.

Poisonmancer Technique

At 2nd level, you can control a specific type of poisonous technique. Once in each turn you can use one of the following techniques:

Empowered Poison

As a bonus action you take before casting poison spray, you can choose to add your Constitution modifier to the damage of the spell.

Weakening Poison

As an action, choose a creature you can see within a range equal to 10 feet x your proficiency bonus of you. The creature has disadvantage on its next Strength check or Strength based attack roll until the end of its turn.

Lethargy Poison

As an action, choose a creature you can see within a range equal to 10 feet x your proficiency bonus of you. The movement speed of the creature is reduced to half until the end of its next turn.

Art of Poison

At 1st level, you choose a ... Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Corruption Storage

At 2nd level, when you use your Toxic Transmutation feature to gain the maximum amount of toxin points you can store, without spending them, you regain one use of Toxic Transmutation. You can't use this feature again until you finish a short or a long rest.

Ability Score Improvement

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.

Combat Venomancer

Starting at 5th level, when you use any of your Poisonmancer Techniques, you can make a single attack or cast the poison spray cantrip as a bonus action.

Corrosive Venom

Your venomous aura becomes so powerful that is now able to melt your targets. At 5th level Whenever you use a ability or spell from this class that causes poison damage, you can use your reaction to deal acid damage instead.

Alchemic Master

Starting at 10th level, as long as you have your poisoner's kit in hand, you can craft a poison and the potion of poison taking half the time and spending a quarter of the resources in gp.

Assassin Art

The assassin art is the specialization in using poison to kill enemies fast and silently. A poison soul specialized in this art will hurl venom at his targets in huge doses and with acute precision, ending the combat even before it starts.

Expanded Spell List
  • 1st-level: fog cloud
  • 2nd-level: silence
  • 3rd-level: haste
  • 4th-level: greater invisibility
  • 5th-level: far step
Martial Training

When you choose this art at 1st level, you gain proficiency with martial weapons and medium armor.

Scorpion Sting

Starting at 1st level, whenever you hit a target with an attack from a slashing or piercing weapon, you can spend your toxic points to conduct the venomous power of your soul trough your weapon, releasing on your opponents body. You spend 2 toxic points to deal additional 2d8 poison damage to the target.

You can deal more damage, by spending more toxic points: 3d8 (3 points), 4d8 (5 points), 5d8 (6 points) and 6d8 (7 points).

Necrotic Venom

At 1st level, you can use your bonus action to convert the poison into a magical destructive substance. The next time you poison damage until the end of your turn, you can choose to deal necrotic damage instead.

You can use this feature a number of times equal to your Constitution modifier, being unable to do it again until you finish a long rest.

Necrotic Venom

At 1st level, you can use your bonus action to convert the poison into a magical destructive substance. The next time you poison damage until the end of your turn, you can choose to deal necrotic damage instead.

In addition, whenever a creature make a saving throw against your Poison Soul features when you use this ability, you can impose disadvantage on that saving throw.

You can use this feature a number of times equal to your Constitution modifier, being unable to do it again until you finish a long rest.

Enhanced Potency

At 6th level, whenever you use your Necrotic Venom, you deal additional 1d8 damage from the poison or necrotic types (your choice) and the creature is poisoned until the start of your next turn.

In addition, if the creature roll a 1 on the saving throw, the creature is poisoned for 1 minute.

Venomous Aura

At 10th level, the range of your Poisonmancer Techniques is doubled as long as you have at least 2 toxin points.

Touch of Death

At 14th level, you can touch a creature, transmutating its body fluids into venom. You touch a target within 5 feet. The target must succeed on a Constitution saving throw, made at disadvantage.

On a failed save, the creature takes 8d12 poison or necrotic damage (your choice), or half as much on a success, and it is poisoned for 1 minute. The creature can make one additional saving throw on the start of each of your turns to end the condition.

Once you use this feature, you can't use it again until you finish a long rest.

Medicinal Art

Poison souls devoted to the medicinal art can harness the power of toxins and venoms to create powerful curative substances, using the destructive power of his soul to fight infections and diseases, and allow the faster regeneration of the body.

Expanded Spell List
  • 1st-level: goodberry
  • 2nd-level: lesser restoration
  • 1st-level: remove curse
  • 1st-level: death ward
  • 1st-level: greater restoration
Medicinal Training

When you choose this art at 1st level, you gain proficiency with the Medicine skill and with the herbalist's kit.

Healing Soul

By using your ability to transmute substances through the power of your poison soul, you can use your own vitality to mend wounds of your allies.

You can use your Action and spend one hit die to restore a number of hit points equal to the number rolled on the die + your Constitution modifier.

You can use this feature a number of times equal to your Constitution modifier, being unable to do it again until you finish a long rest.

Panacea

At 6th level, when you use your Toxic Transmutation feature, you can fill one vial with a curative substance for each turn you spend on the toxic transmutation.

You can choose to spend two turns to fill a vial with a more potent substance. When the liquid on this substance is drank for a creature, one of the following conditions end: blinded, deafened, stunned, poisoned, paralyzed and petrified.

The substance restores 1d8 hit points to any creature that drinks from it, and loses its potency when you finish a short rest or a long rest.

Herbalist

Starting at 10th level, you gain the benefits of your Alchemic Master feature when crafting potions of healing as well.

In addition, whenever you use your Healing Soul feature, you can spend your toxic points to restore additional hit points. You can spend 2 points to restore 1d8 additional hit points, and this number increases for additional points used: 2d8 (3 points), 4d8 (5 points), 5d8 (6 points), 6d8 (7 points).

Aura of Healing

At 14th level, you can release the power of your soul targeting all creatures within 60 feet, using your transmutation powers to cure all creatures in the area.

Any allied creature within the area regain 1d6 hit points on the start of each of your turns, and any hostile creature in the area needs to succeed on a saving throw against your spell save DC, or take 1d6 poison damage (or half as much, rounded down, on a success) every turn it starts on this area or when moves towards the area.

This lasts for 1 minute, and once you use you can't do it again until you finish a long rest.

Spell List

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

1st Level

bane, detect poison and disease, ray of sickness, sleep

2nd Level

blindness/deafness, calm emotions, dragon's breath (poison only), hold person, protection from poison

3rd Level

gaseous form, feign death, slow, stinking cloud

4th Level

confusion, compulsion, dominate beast, hallucinatory terrain

5th Level

cloudkill, contagion, hold monster

Multiclassing


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

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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