Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

Prequisite

  • Poisoner's Kit Proficiency (or greater)

Special

  • This feat replaces Master Craftsman (Poisoner's Kit).

Benefit

  • You gain expertise with the Poisoner's Kit.
  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or up-to five pieces of ammunition as a bonus action, instead of an action. If you already can apply poison as a bonus action, such as through a Thief Rogue's Use an Object via Cunning Action. You can instead do so as part of the Item Interaction to draw the poison.
  • Your Craft Score in that Poisoner's Kit is increased by 5.
You advance in this feat at different speeds based off your class and profession.
  • As someone with a Profession related to the craft, you advance to Journeyman at level 3, and Master at level 5.
  • As an Alchemist, Rogue, or Venom Cleric, you advance to Journeyman when you have 4 levels in that class, and Master with 6.
  • If you do not meet the above requirements, you can still advance based off your combined class levels; reaching Journeyman at level 5, and Master at level 7.
 

Journeyman

  • With one hour of work using a poisoner’s kit and expending a Poor quality reagent of at least Minor Uncommon rarity, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw, DC 12 or take 2d8 poison damage and become poisoned until the end of your next turn. This poison dissipates if another batch is created.
  • When crafting consumables you increase any variable numerical effects relating to their function by 1 per dice involved or increase the duration of the consumable by 25 percent. For example the potent poison created with the above effect would deal 2d8+2 instead of 2d8 and last for 12 rounds instead of 10.
 

Master

  • You gain mastery in Poisoner's Kit
  • Poisons you make have their saving throw DC increased by your Proficiency bonus and increase the batch size by 1.

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