Kassoon

Toxicant

Class List

Quick Start

  • 16 STR, 13 DEX, 16 CON, 8 INT, 10 WIS, 12 CHA.
  • Races: Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.Mountain Dwarf, Goliath, Earth Genasi, or Half-Orc.
  • 9 HP, +7 HP per level. Armor: No armor, 14 ACNo armor, 14 AC. Extra Init: 2039429374293874+2039429374293875 Initiative. Saves: +5 STR, +5 CON+5 STR, +5 CON
  • Equipment: Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).Items: Greatsword (+5, 2d6) if DPS, or Longsword (+5, 1d8) and Shield (+2 AC) if Tank, two handaxes, explorer's pack, 4 javelins, and 10 gp (0 if you bought a shield).
  • Skills: +2 Survival, +3 Intimidation+2 Survival, +3 Intimidation.
  • Background: Sailor with +5 Athletics, +2 PerceptionSailor with +5 Athletics, +2 Perception.
0

Additional Rows: 1
LevelProficiency BonusFeatures Dagger Points 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Trickling Death, Dagger Mastery 0 2
2nd +2Desperate Blur 0 2 3
3rd +2Toxicant Archetype 0 3 42
4th +2Ability Score Improvement 0 3 43
5th +3Toxic Clouds, Extra Attack 0 42 432
6th +3Archetype Feature 0 42 433
7th +3Detox 0 43 4331
8th +3Ability Score Improvement 0 43 4332
9th +4Dagger Points, Blade Dance 10 432 43331
10th +4Archetype Feature 12 432 43332
11th +4On Your Toes 14 433 433321
12th +4Ability Score Improvement 16 433 433321
13th +5Out of the Shadows 18 4331 4333211
14th +5Archetype Feature 20 4331 4333211
15th +5Cataclystic Prion 22 4332 43332111
16th +5Ability Score Improvement 24 4332 43332111
17th +6 26 43331 433321111
18th +6Unmatched Agility 28 43331 433331111
19th +6Ability Score Improvement 30 43332 433332111
20th +6Ultimate Assassin 30 43332 433332211

Class Features

As a Toxicant, you gain the following class features.

Hit Points

Hit Dice: 1d6 per Toxicant level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Toxicant level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Thieves' Tools, Poisoner's Kit
Saving Throws: Dexterity, Wisdom
Skills: Choose two from Acrobatics, Stealth, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

3 daggers
(a) explorer's pack or (b) dungeoneer's pack
(a) thieves tools or (b) 10 GP or (c) poisoner's tools
If you are using starting wealth, you have 5d4 x 10 in funds.
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1st

Trickling Death


You automatically create and store a green, liquid like poison that you can secrete from any point (strongest from saliva) on your body. At 1st level, your weapons apply a deadly poison that deals 1 damage per turn. When you hit an enemy, the target creature must succeed a DC 17 Constitution Saving Throw or be poisoned for 1d4 + Your Wisdom modifier turns. This feature gets improved to 3 damage per turn at 3rd level, 6 damage per turn at level 7, and 10 damage per turn at level 17. This effect can stack upon itself for longer duration, but not extra damage.


Dagger Mastery


You are a master with your weapon of choice - the dagger. At 1st level you add your proficiency bonus to the base damage of the dagger.
[title]Trickling Death[/title]
You automatically create and store a green, liquid like poison that you can secrete from any point (strongest from saliva) on your body. At 1st level, your weapons apply a deadly poison that deals 1 damage per turn. When you hit an enemy, the target creature must succeed a DC 17 Constitution Saving Throw or be poisoned for 1d4 + Your Wisdom Modifier turns. This feature gets improved to 3 damage per turn at 3rd level, 6 damage per turn at level 7, and 10 damage per turn at level 17. This effect can stack upon itself for longer duration, but not extra damage.


[title]Dagger Mastery[/title]
You are a master with your weapon of choice - the dagger. At 1st level you add your proficiency bonus to the base damage of the dagger.

2nd

Desperate Blur


You're very frail and you know it. At 2nd level, when your hit points are below 25% (rounded down) you push your speed to its max, increasing your AC by 2.
[title]Desperate Blur[/title]
You're very frail and you know it. At 2nd level, when your hit points are below 25% (rounded down) you push your speed to its max, increasing your AC by 2.

3rd

Toxicant Archetype


At 3rd level, you chose a Toxicant Archetype. Choose between Gift of Venom and Gift of Antivenom. Your choice grants you features at 3rd level and again at 6th and 14th level.
  • Gift of Venom [DPS]
  • Gift of Antivenom [Support]
[title]Toxicant Archetype[/title]
At 3rd level, you chose a Toxicant Archetype. Choose between Gift of Venom and Gift of Antivenom. Your choice grants you features at 3rd level and again at 6th and 14th level.
[list][*] Gift of Venom [DPS]
[*] Gift of Antivenom [Support]
[/list]

4th

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

[title]Ability Score Improvement[/title]
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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

5th

Toxic Clouds


You can now emit poison as a gas. At 5th level, you can use your action to spread either a poison cloud or a tranquilizing cloud that disperses after about 12 seconds, affecting everything around you in a 10 ft. circle. This gas is hard to see through; any target within range has disadvantage on any roll that involves vision.

Toxic Cloud - all creatures within range is damaged for 1d6 + Wisdom modifier damage per turn. This feature's damage increases to 1d8 + WIS at level 6, and to 2d8 + 2x WIS at level 12.

Tranquilizing Cloud - all creatures within range must make a Constitution roll against your Wisdom roll. If they fail, the creature falls asleep for two turns after they leave range or until they are hit again. Once they are woken up, they are immune to the effects of tranquilizing cloud.

This ability can be used an amount of times equal to your Wisdom modifier per long rest.

Extra Attack


At 5th level, whenever you take the attack action on your turn you can attack twice, instead of once.
[title]Toxic Clouds[/title]
You can now emit poison as a gas. At 5th level, you can use your action to spread either a poison cloud or a tranquilizing cloud that disperses after about 12 seconds, affecting everything around you in a 10 ft. circle. This gas is hard to see through; any target within range has disadvantage on any roll that involves vision.

[b] Toxic Cloud -[/b] all creatures within range is damaged for 1d6 + Wisdom modifier damage per turn. This feature's damage increases to 1d8 + WIS at level 6, and to 2d8 + 2x WIS at level 12.
[b]Tranquilizing Cloud -[/b] all creatures within range must make a Constitution roll against your Wisdom roll. If they fail, the creature falls asleep for two turns after they leave range or until they are hit again. Once they are woken up, they are immune to the effects of tranquilizing cloud.

This ability can be used an amount of times equal to your Wisdom modifier per long rest.

[title]Extra Attack[/title]
At 5th level, whenever you take the attack action on your turn you can attack twice, instead of once.

6th

Archetype Feature

Archetype Feature
[title]Archetype Feature[/title][#Toxicant Archetype]Archetype Feature[/#]

7th

Detox


At 7th level, you can now remove most toxic substances from living flesh by drawing them out. On either yourself or a target you can touch, immediately remove any poison effects or the poisoned status and recover 1d3 worth of HP. This action can be used twice per short rest.
[title]Detox[/title]
At 7th level, you can now remove most toxic substances from living flesh by drawing them out. On either yourself or a target you can touch, immediately remove any poison effects or the poisoned status and recover 1d3 worth of HP. This action can be used twice per short rest.

8th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

9th

Dagger Points


At 9th level, you have tapped into your sealed talents and now possess special Dagger Points you can use on different abilities. You start with 10 max Dagger Points, increasing by 2 per level up to a max of 30. You regain all lost Dagger Points after you take a long rest.

Blade Dance


At 9th level, you gain the ability to throw multiple daggers in one action. You can throw them at different targets, or you can throw them on one. Your daggers return to you after that. This is limited to however many daggers you have. This feature costs 4 Dagger Points to use.
[title]Dagger Points[/title]
At 9th level, you have tapped into your sealed talents and now possess special Dagger Points you can use on different abilities. You start with 10 max Dagger Points, increasing by 2 per level up to a max of 30. You regain all lost Dagger Points after you take a long rest.

[title]Blade Dance[/title]
At 9th level, you gain the ability to throw multiple daggers in one action. You can throw them at different targets, or you can throw them on one. Your daggers return to you after that. This is limited to however many daggers you have. This feature costs 4 Dagger Points to use.

10th

Archetype Feature

Archetype Feature
[title]Archetype Feature[/title][#Toxicant Archetype]Archetype Feature[/#]

11th

On Your Toes


You have an uneasy feeling that everyone is trying to get you, so you stay aware of your surroundings. At 11th level you gain proficiency in Perception, and you can't be suprised by enemies. You also sense traps whenever there are any nearby.
[title]On Your Toes[/title]
You have an uneasy feeling that everyone is trying to get you, so you stay aware of your surroundings. At 11th level you gain proficiency in Perception, and you can't be suprised by enemies. You also sense traps whenever there are any nearby.

12th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

13th

Out of the Shadows


At 13th level, you master the power of stealth. You can use the Hide action as a Bonus action, and you deal double base damage when stealthed.
You gain advantage to your rolls whenever stealth is involved.
[title]Out of the Shadows[/title]
At 13th level, you master the power of stealth. You can use the Hide action as a Bonus action, and you deal double base damage when stealthed.
You gain advantage to your rolls whenever stealth is involved.

14th

Archetype Feature

Archetype Feature
[title]Archetype Feature[/title][#Toxicant Archetype]Archetype Feature[/#]

15th

Cataclystic Prion


At 15th level, you can create a special poison that drastically increases the effects of your other toxic substances. Using 10 Dagger Points, on your next attack, if an enemy is under the effects of any of your poisons, triple that effect for an amount of turns equal to your WIS modifier minus 2.
[title]Cataclystic Prion[/title]
At 15th level, you can create a special poison that drastically increases the effects of your other toxic substances. Using 10 Dagger Points, on your next attack, if an enemy is under the effects of any of your poisons, triple that effect for an amount of turns equal to your WIS modifier minus 2.

16th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

17th

18th

Unmatched Agility


At 18th level you gain expertise for all Dexterity based skills and your movement speed increases by 10 ft.
[title]Unmatched Agility[/title]
At 18th level you gain expertise for all Dexterity based skills and your movement speed increases by 10 ft.

19th

Ability Score Improvement

Ability Score Improvement
[title]Ability Score Improvement[/title][#Ability Score Improvement]Ability Score Improvement[/#]

20th

Ultimate Assassin


At 20th level, you have mastered the power of the daggers. You can spend Dagger Points to increase your base dagger damage, where: X Dagger Points = X damage increase. This effect lasts for the rest of combat.
[title]Ultimate Assassin[/title]
At 20th level, you have mastered the power of the daggers. You can spend Dagger Points to increase your base dagger damage, where: X Dagger Points = X damage increase. This effect lasts for the rest of combat.

Class Paths

Gift of Venom


You master the power of poison and acid and use them to their full potential. You gain immunity to poison and acid damage and gain proficiency in Intimidation.

Immunoassault - At 3rd level, the poison running through an enemy’s veins disrupts their immune system. While under the effects of YOUR poison, any attempt to remove or resist negative status effects is made at disadvantage. This also applies to your attempts at reapplying your poison effect.
Acidic Pain - At 6th level, your poison damage also becomes acid and magical to avoid resistances and immunities.

Uncurable Poison - At 14th level, your attacks and poison ignore temporary hit points. Also, while an enemy is under the poison effect of YOUR attacks, they cannot heal any amount of regular hit points.

Gift of Antivenom


You realize that teamwork is going to get you much farther, so you focus on using your powers to assist your allies in combat. You gain proficiency in the Medicine and Insight skills.
Roid Rush - At 3rd level, you can inject a very weak type of poison into your allies that kickstarts their blood flow and reflexes. Choose one ally that you can touch. Increase their chance to hit by 2 and increase their damage die by one stage for one minute. This action can only be used once per short rest.
Delirium Toxin - At 6th level, while the enemy is poisoned by YOUR attacks, its movement speed is halved and it can't take reactions.

Healing Pain - At 14th level, while an enemy is poisoned by your attacks, you can trade their blood for poison, giving it to your teammates to regenerate 1d4 health per turn (can stack with multiple enemies).






[title]Gift of Venom[/title]
You master the power of poison and acid and use them to their full potential. You gain immunity to poison and acid damage and gain proficiency in Intimidation.

[b]Immunoassault -[/b] At 3rd level, the poison running through an enemy’s veins disrupts their immune system. While under the effects of YOUR poison, any attempt to remove or resist negative status effects is made at disadvantage. This also applies to your attempts at reapplying your poison effect.
[b] Acidic Pain -[/b] At 6th level, your poison damage also becomes acid and magical to avoid resistances and immunities.
[b]Uncurable Poison -[/b] At 14th level, your attacks and poison ignore temporary hit points. Also, while an enemy is under the poison effect of YOUR attacks, they cannot heal any amount of regular hit points.

[title]Gift of Antivenom[/title]
You realize that teamwork is going to get you much farther, so you focus on using your powers to assist your allies in combat. You gain proficiency in the Medicine and Insight skills.
[b]Roid Rush -[/b] At 3rd level, you can inject a very weak type of poison into your allies that kickstarts their blood flow and reflexes. Choose one ally that you can touch. Increase their chance to hit by 2 and increase their damage die by one stage for one minute. This action can only be used once per short rest.
[b] Delirium Toxin -[/b] At 6th level, while the enemy is poisoned by YOUR attacks, its movement speed is halved and it can't take reactions.
[b]Healing Pain -[/b] At 14th level, while an enemy is poisoned by your attacks, you can trade their blood for poison, giving it to your teammates to regenerate 1d4 health per turn (can stack with multiple enemies).







 

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