Toxicologist
Skill Proficiencies: Nature, Medicine
Tool Proficiencies: Poisoner’s Kit
Languages: One of your choice
Equipment: A poisoner’s kit, a small set of sample vials (empty), a rugged satchel containing assorted herbs and preserved venom sacs (worth 5 gp), a set of traveler’s clothes, and a belt pouch containing 10 gp
Origin Feat: Poisoner
You can prepare and apply toxins with speed and precision, both in the field and during downtime.
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When you make a damage roll, you can ignore resistance to poison damage.
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You can coat a weapon in poison as a bonus action, rather than an action.
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You gain proficiency with the Poisoner’s Kit if you don’t already have it.
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With 1 hour of work using a Poisoner’s Kit and 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. As an action, you can apply this poison 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, it must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.