Toxic Adept (5e Class)
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- 1 Toxic Adept
- 2 Class Features
- 3 Toxic Tracks
- 3.1 Miasmist
- 3.2 Poison Fiend
- 3.3 Toxicant
- 3.4 Venin Doctor
The hiss of exhaled breath greets the closed room as dozens of eyes go to the cowled man before dropping like flies as a mist of green smoke enters the room. He laughs quietly before grabbing the papers on the table, the only things untouched by his breath, as he disappears through the open door.
The knife gleams in the half-light before it is plunged into the large half-orc by a small figure whose long hair lashes out in unruly curls. The half-orc's grin falters as he feels the strange burning sensation through his open wound.
Walking calmly through the street, the too-wide smile of a psychopath plastered on her face, the half-elf delights in how dozens of strangers simply fall around her as she walks nonchalantly about the city, waiting for the adventurers to enter her trap.
Toxic adepts hold the secret of poison within their body. There are many paths towards the journey to become a toxic adept, but very few survive to become full-fledged toxic adepts in their own right.
Nature is littered with examples of poisons; plants such as nightshade and hemlock can bring on a swift death if consumed, snakes whose bite can cause paralysis, and frogs whose very skin is covered in a substance that will necrotize living flesh it comes into contact with.
Toxic adepts take inspiration from many of these animals, changing their bodies to produce chemicals similar to those within their own bodies. While appearing virtually the same as anyone else of their ancestry on the outside, their insides are littered with foul-smelling sacs and pus-filled mounds which can sometimes cause great pain to the toxic adept themselves, but are rarely identified until after their death.
While not the most rare of specimens, toxic adepts virtually never occur naturally. Often those who do rise normally grow up in toxin-littered jungles or within the most filthy of sewers where the sewage and waste of a city come together to create an incredibly hostile environment to living beings.
Others however choose to begin the arduous and agonizing task of becoming a toxic adept due to some strong emotional trigger, no it is never an easy choice. These poor souls should be pitied as they voluntarily take into their bodies bizarre combinations of magical potions and poisons in order to twist their bodies in strange and horrific ways, their internal anatomy becoming perverted and putrid as they complete their transformation.
Finally, there are those who are forced through circumstance to endure the process; perhaps a poisonous beast or dragon had attacked their village, and they barely escaped its destruction, though the foul miasma continues to filter through their bodies. Or perhaps they and their family had been poisoned by fellow nobles, and they were the only survivors, their bodies having adapted the only way in which their lives could have been saved, regardless of how painful the process was.
Creating a Toxic Adept
When creating a toxic adept, keep in mind how they came to be; was the process natural, voluntary, or forced? Is there some pervading reason that your character decided to become a toxic adept? And have they already accomplished the task which originally started them on their journey, or do they still have it before them?
Keep in mind how to play your character while keeping group cohesion in mind; it would not do to play a character who will betray other party members at the drop of a hat to fulfill their goals. Instead, try to work your motivation into the plot, and think of ways to use your abilities to aid the group as a whole.
An easy way to create a toxic adept is to focus on Constitution as your primary ability score, followed by Dexterity. Afterwards, choose a tertiary ability score, usually a mental one, depending on whether you want to be able to assess environments, or be able to talk your way your way our of sticky situations.
As a Toxic Adept, you gain the following class features.
Hit Dice: 1d10 per Toxic Adept level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Toxic Adept level after first
Armor: Light armor, shields
Weapons: Simple weapons
Tools: Poisoner's kit
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Acrobatics, Athletics, Insight, Medicine, Nature, Perception, Stealth, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) a simple weapon and a shield or (b) two simple weapons
- (a) a light crossbow and 20 bolts or (b) two spears
- (a) a dungeoneer's pack or (b) an explorer's pack
The Toxic Adept
|2nd||+2||Exposed Defenses, Food Taster||1d6|
|3rd||+2||Poison Pool, Toxic Track||1d6|
|4th||+2||Ability Score Improvement||2d6|
|6th||+3||Tainted Miasma 1d4||2d6|
|8th||+3||Ability Score Improvement||3d6|
|10th||+4||Tainted Miasma 1d6||4d6|
|12th||+4||Ability Score Improvement||4d6|
|13th||+5||Improved Exposed Defenses||5d6|
|15th||+5||Tainted Miasma 1d8||5d6|
|16th||+5||Ability Score Improvement||6d6|
|18th||+6||Improved Toxin Resistance||6d6|
|19th||+6||Ability Score Improvement||7d6|
At 1st level, your bodily fluids become poisonous, allowing you to envenom a weapon by sliding it across your sweat, blood, or even your saliva. As an action you may make an unarmed attack forcing an enemy to make a Constitution save. On a failed saving throw, the target takes damage equal to your unarmed strike plus 1d6 poison damage. On a successful save the poison damage is halved.
Additionally, as a bonus action you may spread venom across a weapon. The next time before the end of your next turn that you make a successful attack with your weapon, force the target to make a Constitution save. On a failed save, the target takes the damage as normal, and an additional 1d6 poison damage. On a successful save, halve the additional poison damage. The damage from this ability increases shown in the Envenom Weapon column of the Toxic Adept table.
In addition, you learn the Poison Spray cantrip.
Some of your class features may require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Poison save DC: 8 + your proficiency bonus + your Constitution modifier
At 2nd level, your poisons are so intense that they can even bypass the resistance of most creatures. Your abilities ignore resistance to poison damage and advantage to saves against poisons, and creatures normally immune to poisons instead have resistance to your poisons and gain advantage on saves against your poisons.
When you reach 13th level this ability improves further, and creatures who would be immune to your poisons or the poisoned condition have neither immunity, resistance, nor advantage on saves against your abilities.
At 2nd level, your enhanced senses allow you to detect the faint tinge of poison in the air, even through obstacles. You automatically know when you are within 5 feet of a poison or creature with a poisonous ability. As an action you can open your senses further. Until the end of your next turn, you know the location of anything poisonous within 60 feet of you that is not behind total cover. You know what direction it is in, but not its exact location. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
Starting at 3rd level, your body begins to produce a steady supply of poison which you can store and expend. Your access to this pool is represented by a number of poison points. The number of poison points you have is equal to your level in this class. When you spend a poison point, it is unavailable until you finish a short or long rest, at the end of which you regain the expended poison points. You must spend at least 30 minutes of the rest in silent stillness as you force your body to replenish the poison within it.
Also at 3rd level, you begin to unlock the secrets of toxins, forcing you to choose a specialization. Choose one of the following: Miasmist, Poison Fiend, Toxicant, Venin Doctor, all detailed at the end of the class description. You chosen track grants you features at 3rd level, and again at 7th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you may be slashed, stabbed, or burnt, only for poison to run where blood usually would, covering the wounds and healing broken skin. Upon taking damage (but before you know how much damage you will take), you may spend one or more poison points as a reaction to roll 1d6 for each poison point spent and gain the total as temporary hit points that last until the end of your next turn. You may spend up to a maximum number of points spent equal to one-half your class level. This ability activates before you would take the damage from the effect that prompted this reaction.
Starting at 6th level, your poisons not only damage enemies, but also cause them to suffer, disrupting their abilities. When you use the Envenom Weapon ability, choose either attack rolls, saving throws, or movement. When a creature fails a saving throw against your Envenom Weapon ability, they take a 1d4 penalty to attack rolls, saving throws, or their movement (multiply the number rolled by 5 for feet of movement lost) until the start of your next turn.
This ability improves further upon reaching 10th level to 1d6, and again at 15th level to 1d8. At 20th level, you can instead choose to grant the Poisoned condition on a failed save.
Beginning at 9th level, you have a resistance to poisonous abilities, granting you advantage on saving throws against poison and resistance against poison damage.
This ability improves at 18th level, giving you immunity to poison damage and any abilities that rely on poison.
Upon reaching 14th level, your poison is so corrosive and virile that it can even chew through structures. As an action, spend one poison point to touch an object and deal your Envenom Weapon damage to it. This damage ignores the object's damage threshold.
At 20th level you have reached the end of your path, and plumb all the secrets of poison. Whenever you use an ability that requires a save, you may spend 2 poison points to cause that save to be made at disadvantage.
Toxins can cause many things; euphoria, paralysis, and even instant death. However, toxic adepts are artists of their trade, and can shape poisons in ways that other creatures could not dream of.
While most poisons are liquid or solid, you learn through your strange internal metabolism to convert your poison into gas.
Upon choosing the Miasmist Track, you gain the ability to forcibly expel some of the poison in your body by spending two poison point as an action. If you do so, you may choose the middle or a corner of the square you are located in, and cause all creatures within 5 feet of that location (except for yourself) to make a Constitution saving throw. On a failed save, creatures within the area take poison damage equal to that of your Envenom Weapon ability. On a successful save, creatures take half as much damage. You may spend additional poison points on this ability, every point increased the radius of this ability by 5 feet. When you receive the Tainted Miasma ability, creatures who fail their save against this ability also suffer the chosen effect.
In order for your poisons to remain effective, you learn to concentrate them more readily than other toxic adepts. At 7th level, add your Constitution modifier to damage from Toxic Cloud and the Poison Spray cantrip.
Furthermore, at the end of a long rest you can prepare up to six bizarre concoction from your own bodily fluids. Creatures who drink of this concoction who are in the area of your Toxic Cloud ability suffer no effects whatsoever on a successful save, and are treated as though they had succeeded on the save on a failed save. This lasts until you complete a long rest.
When you have reached 13th level, you can leave a toxic trail behind you as you move. As an action you may spend four poison points to increase your movement speed by 10 feet until the end of your turn and release your Poison Cloud in all adjacent squares, continuing to release this while you move until the end of your turn. The thick fog momentarily blocks view of you, meaning that movement upon activating this ability does not prompt opportunity attacks until the end of your turn.
At 18th level, your poison cloud is so thick that creatures do no see you well when you activate it. When you activate Poison Cloud or Blight Trail, you may spend an additional two poison points. If you do, you are heavily obscured from all creatures until the end of your next turn.
In some macabre way, the poison within your body has gained a semblance of sentience.
Upon choosing the venom symbiont track, you gain a more martial mindset and can consume the poison within you to give you a temporary boost when in battle. You gain proficiency with medium armor and martial weapons. In addition, you can spend one poison point as a bonus action to begin feeding upon the poison inside you to gain temporary hit points equal to your Constitution modifier until the start of your next turn. You may spend an additional poison point at the beginning of each turn to renew these hit points without spending an action.
Finally, choose one of the following Fighting Styles; you can't take a Fighting Style option more than once, even if you later get to choose again.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Upon reaching 7th level, you learn how to concentrate your poison, allowing it to cause even more damage. Increase the damage dealt by Envenom Weapon by your Constitution modifier, and if you spend two poison points when activating Envenom Weapon, double the dice of damage from the ability..
At 13th level, you can release a squirt of poisonous blood that harms enemies who attack you. As a reaction after taking damage by a melee weapon attack, you may spend three poison points to cause your attacker to make a Constitution save or take damage equal to your Envenom Weapon damage, as well as any additional effects from Tainted Miasma. On a successful save, the creature takes half the damage and no additional effects.
At 18th level, you can cause the toxins within you to overload your system, allowing you to reach heights that few warriors can alone. By spending fifteen poison points, you cast Tenser's Transformation.
Toxic adepts who become toxicants prefer to delve into the minds of their victims; after all, by better understanding people, one can easily find out what makes them tick--and how to break them.
Poison the Mind
When you choose the Toxicant Track, you gain the ability to use your toxin to reveal the greatest fear in creatures, instilling a sense of great paranoia. As an action, you may spend two poison points to cast the Cause Fear spell.
Entice the Senses
At 7th level, you learn that by twisting your poison in a ... certain way, you can cause creatures to become suggestible to your words. As an action, you may spend four poison points to cast the Charm Person spell.
Furthermore, if a creature successfully saves against the first saving throw of one of your abilities from this Track, you can force the creature to roll a Constitution save. On a failed save, choose one of the penalties from your Tainted Miasma ability. The creature suffers from that penalty until the start of your next turn.
Frighten the Flock
Starting at 13th level, you have learned how to spread your poison far and wide, causing multiple people to have hallucinations, or particularly intense nightmares in one person. As an action, you may spend six poison points to cast Fear or eight poison points to cast Phantasmal Killer or the Charm Monster spell.
Shroud the Senses
Beginning at 18th level you reach the pinnacle of your mind-twisting arts. As an action, you may spend 15 poison points to cast Weird.
By accepting the burden of becoming a venin doctor, on the one hand you save lives... on the other, sometimes the cure can be as bad as the disease...
When you choose the Venin Doctor Track, you gain the ability to extract some of the poison within you and create an infusion of it that you can inject into other creatures within your reach as an action, causing that spell to immediately be cast on that creature as though they themselves had cast it but using your ability scores and statistics for any variables of the spell. Infusions do not require concentration, but any creature may only have one infusion that would normally require concentration on it. If another is applied, the duration of the first one immediately ends.
All infusions deal 2 points of poison damage to the creature after they have taken effect; if a creature takes no damage then the injection is wasted. You can use this feature a number of times equal to your Constitution modifier between long rests, and any infusion which has not been used disintegrates at the end of a long rest.
You know a number of infusions equal to your proficiency modifier plus your Intelligence modifier from the following list. Whenever you gain a level, you may replace any infusion you know with any other that you qualify for. Each infusion is prepared at the end of a long rest and may only be used once, though you can prepare one multiple times. Should any of your infusions deal damage, it is instead Poison damage and it benefits from your Exposed Defenses ability, and all upgrades to it.
You may learn infusions that mimic the following spells:
- Armor of Agathys
- Cure Wounds
- Expeditious Retreat
- False Life
- Mage Armor
- Shield of Faith
When you activate an infusion, you may spend poison points to heighten the effective level of the spell. For every two poison points spent, increase the level of the spell by one, up to a maximum of twice your proficiency modifier of poison points spent or an effective level of 5, whichever is lower. You may also use an infusion you prepared at the beginning of the day without expending any infusions by spending 3 poison points for every level of the spell within the infusion.
Note that while some spells seem inappropriate for the Track, keep in mind to flavor these spells so they make sense in this context. For example, Shield of Faith could grow hardened protrusions on the target's body, instead of being a divine halo of protection.
Improved Pus-Filled Infusions
At 7th level, you increase your repetoire of infusions. You can include the following spells in the list of infusions you can prepare:
- Alter Self
- Enhance Ability
- Lesser Restoration
- See Invisibility
Greater Pus-Filled Infusions
Once you reach 13th level, your knowledge of your own body grows further, allowing you to include the following spells in the list of infusions you can prepare:
- Aura of Vitality
- Beacon of Hope
- Feign Death
- Protection from Energy
- Remove Curse
- Water Breathing
Dark Pus-Filled Infusions
Finally having understood your own body perfectly, you learn the strongest of infusions, adding the following spells to the list of infusions you can prepare:
- Aura of Life
- Aura of Purity
- Death Ward
- Fire Shield - sheds no light
- Freedom of Movement