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Venomist: Secondary Effects in Dungeons & Dragons 5e

Venomist: Secondary Effects - 3360 AXP

TIER THREE FEATURE: Venomist: Secondary Effects

You know two of these effects and gain additional effects at 7th tier. While poisoning your opponent, your toxins can take on a variety of other effects. When creating poisons in a long or short rest, you may infuse two potions (not essences) with one additional effect while pertaining their poison damage effect. At the start of each turn the target can make a Constitution saving throw against your spell save DC. The additional effect only dissipates if the poisoned condition is removed.

Clouded Mind

After rolling against the poisoned condition the target rolls a d6 at the start of each turn. On a roll of 1-4 the target takes its turn as normal. On a roll of 5-6, the target wastes it's turn doing nothing. The target can repeat the saving throw at the beginning of each of their turns, ending this condition early on a success.

Darkness

After rolling against the poisoned condition the target rolls a d6 at the start of each turn. On a roll of 1-3 the target takes its turn as normal. On a roll of 4-6, the target is blinded for one turn.

Drowsy

This poison deals no damage. The target must make a Constitution saving throw against your spell save DC or falls asleep, until the sleeper takes damage, or until someone uses their action to jostle the target awake. The target can also wake up by shaking off the poisoned condition by making Constitution Saving Throws against your Chemist Save DC.

Feeble

The target deals only half damage from weapon attacks that use Strength for the duration of the poisoned condition.


 

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