Prerequisites: Grung
You, unlike most Grung, have realised that your poison is influenced by your diet. You have begun to experiment with the art of grungalchemy.
-
Intelligent Application. Increase your Wisdom or Intelligence ability score by 1. When you apply your poison as part of an attack, you may now apply it to attacks made with any kind of weapon. The base saving throw for your Poisonous Skin ability is now equal to 8 + your proficiency bonus + your Intelligence or Wisdom modifer (your choice).
-
Grung Herbologist. You gain proficiency with the Herbalim kit. Once per long rest, when you are in a place where herbs may be found, you may spend 1 hour to attempt to forage for poison herbs. If you do, roll a d4. Add one half of your proficiency bonus, rounded down, to this value to determine your roll value. You may select an herb with value equal to or less than your roll value. If you select an herb with a roll value less than the value you rolled, you may collect additional herbs of the same type eqal to the difference between the chosen herb value and the rolled value.
- As an action, you may choose to consume one of these herbs. If you do, your Poisonous Skin feature will be altered for 1 hour.
- These herbs are items, and may be stockpiled for use. Multiple Poison Herbs may apply thieir effects at the same time, but the duraction of each Poisonous Herb is always 1 hour.
- These herbs are poisonous, and any creature without poison immunity who attempts to consume them will recieve uncertain effects.
-
Self-Infusion. You gain proficiency with the Poisoner’s Kit. When you consume any contact or injury potion, the effects of that potion apply to your Poison Skin feature for 1 hour.
{{classTable,frame,decoration,wide
| Roll Value | Poisonous Herb | Wt. |
|---|---|---|
| 1 | Equalizing. Your Poisonous Skill feature applies both effects when applied via contact or injury. | 1 oz. |
| 2 | Stupefying. Your Poisonout Skin feature has its saving throw DC decreased by 1, but it now makes enemies deaf for 1 minute when they fail a saving throw. If they fail another saving throw from your Poisonous Skin feature, they become blind. If they fail a third saving throw, they become frightened. The duration for each of these effects is the same as the initial Deaf effect. | 1 oz. |
| 3 | Potent. Your Poisonous Skin feature has its saving throw DC decreased by 2, but it now poisons enemies for 5 minutes when applied via contact and deals an additional 1d4 poison damage when applied to weapons. | 1 oz. |
| 4 | Affinity. When you apply contact poison with your poisonous skin feature, any creature that fails the saving throw can understand Grung for 1 minute and percieves all Grung as allies. When you apply injury poison with your poisonous skin feature, any creature who fails the saving throw is Charmed by you until the beginning of their next round. | |
| 5 | Pervasive. Your Poisonous Skin feature has its saving throw DC increased by 4. This applies to both contact and injury applications. | 1 oz. |
| 6 | Immobilizing. When applied via contact, creatures which fail the saving throw by 5 or more are rendered unconscious for 1 minute. When applied via injury, creatures which fail the saving throw are rendered paralyzed for 1 minute. For both of these states, the affected creature may repeat the saving throw at the beginning of each of their turns. If they succeed a check, the effect ends. | 1 oz. |
| 7 | Doom. Whenever a creature fails the touch saving throw of your Poisonous Skin feature, they will have their maximum hit points reduced by a value equal to your proficiency bonus each time they complete a long rest. This effect will continue until the creature’s maximum hit points are reduced to 0, at which point the creature dies. This effect can be removed by effects which remove the poisoned condition, and can only be identified by magic or a DC 15 Wisdom (Medicine) check. If it is cured, it regains its lost hit points after it finishes a long rest. | 1oz. |
}}