Poison Master | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Poison Master

Prerequisite: Proficiency with the Poisoner’s Kit

Game Note: I am not a fan of poison. I run heroic games and the use of poison is not something I would consider to be heroic. Nonetheless, poison is a “thing” and if you want to make use of it in your games, then this Feat should definitely be included.   Poison Mastery is a special kind of alchemy with a practical, and often deadly application. Taking this Feat allows you to both manufacture and safely use a wide range of poisons. Proficiency with the Poisoner’s Kit unlocks the use of Class I and Class II poisons.   Taking this Feat unlocks Class III and Class IV poisons.   At Higher Levels As you gain additional levels and have AP to spend, you may spend 1 Additional AP on this Feat. Doing so unlocks Class V poisons. Since I don’t use poisons, I haven’t fleshed out specific poisons for each class, but here’s the broad overview of what the various classifications mean:

  • Class 1 Poisons: Minor damage and easy saves for no damage.
  • Class 2 Poisons: Minor damage and moderately difficult saves for half damage.
  • Class 3 Poisons: Moderate damage and moderately difficult saves for half damage that also offer some lingering second-tier effect (ie - the poison could do 3d4 damage, Con save at a DC 16 for half, but even if you make the save, it reduces your strength score by -2 for 12 hours)
  • Class 4 Poisons: High damage and difficult saves for half damage.
  • Class 5 Poisons: High damage, difficult saves that also have some lingering second-tier effect.

 


Created by

Velociryx.

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Feat

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