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School of the Venomist in Dungeons & Dragons 5e

School of the Venomist - 5600 AXP

TIER TWO FEATURE: School of the Venomist

    • AXP: 5600
    • Pre-Requisites: None
    • Grants Access To: None

Perhaps the most obscure school of alchemy, the School of the Venomist focuses on creating deadly poisons with a variety of debilitating effects.

This feature is a prerequisite for features in the Venomist Feature Tree.

You become a master with the blowgun. Your range increases to 40/120. Your blowgun no longer has the ammunition property. Also, if the target has light or no armor (for creatures: if they do not have hard scales, thick fur or something comparable) you gain advantage on Attack Throws within short range, as you aim for their soft spots.

Additionally, having researched the art of refining deadly toxins you have learned to produce toxins of higher concentration. You may increase a Toxic Concoction I's concentration by adding another essence of =POISON=. 5 levels of concentration is the maximum. The concoction may be applied to two pieces of ammunition or to a weapon. On a hit with the ammunition or weapon the Toxic Concoction is applied and the ammunition or weapon loses it's ability to poison. A Toxic Concoction of a higher concentration deals 1d4 additional poison damage x level of concentration. The target can make a Constitution saving throw against your spell save DC at the beginning of its turn to reduce the effect by one level of concentration on a success. When the last level is cleared the target loses the poisoned condition.


 

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