{"name":"Poisoner (Updated \/ Reworked)","prerequisites":"","description":"You can prepare and deliver deadly poisons, gaining the following benefits:\r\n[ol]\r\n[li]When you make a damage roll, you ignore resistance to poison damage.[\/li]\r\n[li]Creatures who use poisons you create ignore resistance to poison damage. You must specify which poisons are made by you, vs which are made by someone else.[\/li]\r\n[li]You can coat a weapon in poison as a bonus action, instead of an action, including allies within 5 feet of you.[\/li]\r\n[li]You gain proficiency with the poisoner's kit if you don't already have it.[\/li]\r\n[li]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. These poisons can have a number of effects, however you may only choose up to two of the following effects, Except the damage effect, which you may choose twice, unlike the other options.[\/li]\r\n[\/ol]\r\n\r\n[ul]\r\n[li]Blinded: The target is Blinded[\/li]\r\n[li]Silenced: The target is Silenced[\/li]\r\n[li]Deafened: The target is Deafened[\/li]\r\n[li]Sun light sensitivity: While in sunlight, the target has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.[\/li]\r\n[li]Poison Damage: the target suffers 1d8 poison damage (can be chosen Twice)[\/li]\r\n[\/ul]\r\n[br]\r\n[ul]\r\nOnce 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 suffer the two effects you chose when you created the poison and become poisoned until the end of your next turn.[\/ul]\r\n","tabledata":"","tags":"","isShared":"on","templateId":"20","blockId":"1184455","world":"7ecae4b7-97e2-41cc-9969-bdb203d199b5","folder":"39420"}