Venomsmith
For every alchemist that has devoted their life to healing the sick and infirm, there is another with a darker calling. Commonly called poisoners or venomsmiths, these alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin’s guild or performing assassinations themselves, a venomsmith’s presence is usually accompanied by untimely death.
Level 2: Poisoner
You gain the Poisoner discovery. Until you reach 3rd level, you have 2 reagent dice, which you can spend only on crafting poisons using this discovery. This discovery doesn’t count against your number of discoveries known, and you can’t later replace this discovery with a different one when you gain a level in this class.
Additionally, when you deal poison damage to a creature, you ignore resistance to poison damage and you treat immunity to poison damage as resistance instead, dealing half damage.
Level 2: Formula - Venom Bomb
You can mix a few drops of a fast-acting toxin into your bomb’s explosive components, changing it into a venom bomb. A venom bomb deals poison damage instead of fire damage, its damage dice are d8s, and it requires a Constitution saving throw instead of a Dexterity saving throw. Additionally, the target, as well as each creature within the blast radius that fails its saving throw, has disadvantage on the next Strength, Dexterity, or Constitution saving throw it makes before the end of its next turn.
Level 6: Alchemical Assassin
You are adept at applying poisons without being seen. You have advantage on Dexterity (Sleight of Hand) checks you make to add ingested poison to food or drink, to apply poison to a weapon you are holding without being seen, or to place a vial of poison on another creature without it noticing.
Level 10: Mirthidatism
By administering yourself small doses of various poisons and toxins, you have developed an immunity to their ravages. You have immunity to poison damage and can’t be poisoned.
Level 18: Toxic Recompense
Whenever a creature within 5 feet of you hits you with a melee attack, you can use your reaction to unleash a spray of poisonous vapor. The attacker must make a Constitution saving throw against your bomb save DC or be poisoned for 1 minute. While poisoned, the creature takes 1d10 poison damage at the start of each of its turns. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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