Order of the Toxins

The Hunters that committed to the Order of the Toxins pass through a painful hemocraftic Ritual in which they inject a variety of different venoms in their blood, allowing them to become poisonous creature themselves. These Hunters are specialized in creating toxins capable of poisoning creatures that would never be poisoned by normal ways. Once their preys are poisoned, these Hunter land powerful attacks which often ends with the inevitable defeat of their enemies. Those who are experienced in this Order are even capable of summoning the creatures whose original poisons run in their veins, allowing them to have powerful companions in combat and some can even poison any creature it hunts with a single glance in their deadly eyes.

Order of the Toxins Features

Level Feature 3rd Poison Affinity, Rite of the Poisons, Blood Curse of Venoms 7th Toxic Castigation, Toxic Bond 11th Superior Toxic Bond 15th Purple Aura 18th Purple Glare

Poison Affinity

Starting when you choose this archetype at 3rd level, your body starts to adept to the poisons in veins.

You gain Advantage on Saving Throws against being poisoned, as well as resistance to the poison damage.

At 7th level you gain Immunity to the poisoned condition and immunity to poison damage.

Blood Curse of Venoms

At 3rd level, you can use your heomcraft magic to create poison on the blood of others. You gain the Blood Curse of the Venoms for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Venoms

As a bonus action, you attempt to create toxins in the blood of a creature you can see within 30 feet of you. The target must succeed on a Constitution saving throw or become poisoned for the next minute.

Amplify. On a failed save, you create a specific toxin for creatures that would never be poisoned by normal ways.

For example, if you Amplify this curse in a Skeleton or a Construct, you create a sticky toxin in its body making it difficult for it to move. If it's a creature in a liquid form, you create a toxin that changes that liquid state into a muddier from, troubling that creature movements. If it’s a creature in gas form, you produce a heavy gas that infiltrates that creature system, making it heavier. If it is a creature made of fire, you create a special substance with cooling properties.

A creature affected by this amplified curse loses immunity to poisoned condition, as well as immunity or resistance to poison damage.

Rite of the Poisons

When you join this order at 3rd level, you learn the Rite of the Poisons esoteric rite (detailed below).

Rite of the Poisons.

Your rite damage is poison damage. While the rite is active, you gain the following benefits:

• When you hit a target with your weapon, the hit creature must make a Constitution Saving Throw. On a failed save, the creature becomes poisoned for 1 minute. If the creature succeeds, it can't become poisoned by your Rite for the next hour. (but can still be poisoned by another creatures rite)

• Your weapon deals one additional hemocraft die of rite damage when you hit a creature that is poisoned.