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About this mod

A Poison focused Ranger Subclass that uses it's various specialized toxins and deadly effects to gain the advantage in battle.

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**There is a Subclass Compatibility Framework version of this mod. Only use the SCF version if you are using the Subclass Compatibility Framework, as that version also requires BG3SE, whereas the normal version does not.**

Toxicologist

These spells do not count against your Ranger Known Spells:

3rd Level: Sapping Sting, Poison Spray, Chromatic Orb: Poison
5th Level: Blindness, Protection From Poison
9th Level: Venom Shroud

Venom Shroud:
Cost: 1 Bonus Action, Level 3 Spell Slot
Duration: 10 turns
Concentration
While active, whenever you deal damage, increase that damage by 1d8 Poison Damage and inflict Chilled Touch, preventing the target from healing until the end of their next turn.

3rd Level: Poisoner's Arsenal
At 3rd level, you gain 2 Poisoner's Arsenal Charges. These charges can be spent as a Bonus Action to coat your weapon with various toxins. The toxins available are:
  • Muscle Relaxant: Creatures afflicted with this toxin have their movement halved, as well as have Disadvantage on Strength Saving Throws, and deal Halved Damage with Strength Attacks until the end of their next turn.
  • Neurotoxin: Creatures afflicted with this are Stunned and have their movement reduced to 0.
  • Tranquilizer: Upon being poisoned with this toxin, creatures must make a Constitution Save Throw or fall asleep. 

3rd Level: Poison Blood
At 3rd level, you gain resistance to Poison Damage.

5th Level: Refined Toxins
At 5th level, your attacks begin to ignore Poison Resistance.

7th Level: Perfect Mixture
At 7th level, your attacks begin to ignore Poison Immunity.


7th Level: Acid Resistance
At 7th level, your tolerance to the various dangerous chemicals in your arsenal has increased, and you become resistant to Acid Damage.

7th Level: Poison Siphon
Beginning at 7th level, once per long rest, you can cast Poison Siphon. 

Poison Siphon:
Cost: 1 Bonus Action
Cooldown: Long Rest
Until the end of your next turn, whenever you deal Poison Damage, heal for 1d6.

You gain a 3rd Poisoner's Arsenal Charge at level 7.
11th Level: Lethal Dosage
Beginning at 11th Level, whenever you deal Poison Damage, the affected target becomes Dazed.


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