Feats: Difference between revisions

84 bytes added ,  15:00, 7 January 2023
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You can prepare and deliver deadly poisons, granting you the following benefits:
You can prepare and deliver deadly poisons, granting you the following benefits:
*Your Wisdom Score increases by 1.
*Your Wisdom Score increases by 1.
*When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
*You ignore Resistance to Poison Damage
*You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
*You can apply poison to a Weapon or piece of ammunition as a Bonus Action, instead of as an Action.
*You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied 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, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
*You gain Proficiency with [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]].
*With one hour of work using a [[Adventuring Gear#Alchemical Tools|Poisoner's Kits]] and expending 50GP worth of materials, you can create a number of doses of potent poison equal to your Proficiency Bonus. Once applied 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, that creature makes a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Wisdom Modifier. On a failed Save, the target takes 2d8 Poison damage and is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.
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