Order of the Toxicologist

Poisons, toxins, and venoms are used all over by many different creatures. And if it aint broke, don't fix it. Members of this order learn to use and create what so many deadly beings already have at their own disposal.

Members of this order make their foes have their own body fight against them, making for decisive victories.

Rite of the Viper

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

Rite of the Viper Your rite damage type is poison.

Poison Crafter

When you join this order at 3rd level, you become proficient with the poisoner's kit. Additionaly, you only need half as much material to make a poison with your poisoner's kit, and you can do it in half the time.

Caustic Venom

Beginning at 7th level, when dealing damage with a poison you crafted or using your Rite of the Viper feature, if a creature is resistant or immune to poison damage the damage delt is acid damage instead.

Acquired Resistance

Beginning at 7th level you have resistance to poison damage and have advantage on saving throws to resist becoming poisoned.

Noxious Weaponry

Beginning at 11th level when you hit a creature with a weapon attack using your Rite of the Viper feature, you can to use your reaction to force the creature to make a constitution saving throw against your blood maledict DC. On a failure the creature gains the poisoned condition and their speed is halved for 1 minute, the affected creature makes another saving throw at the end of each of their turns, on a success the effect ends early. Using this feature expends one use of your blood maledict feature.

Otherwordly Poisons

Your poisons become rifined in such a way they also affect creatures metaphysically, allowing you to gain wisdom about the target and to break down their psyche.

Beginning at 15th level, any creature that had immunity to the poisoned condition due to having an incorporeal form, no longer has that immunity with reguards to your Noxious Weaponry feature or any poison that you craft. Also, any creature that is currently poisoned by your Noxious Weaponry feature or a poison that you have crafted suffers the following effects:

They no longer gain benefits from being invisible.

You gain a general sense of which direction they are as long as both of you are on the same plane of existance.

You gain advantage on insight checks against the creature.

Anyone making a check to avoid becoming frightened by this creature has advantage.

Hemolytic Cure

Beginning at 18th level, you gain the abaility to remove a condition caused by a poison you have crafted or the poisoned condition caused by your Noxious Weaponry feature. When you cure a poison as an action in this manner, pick a target that you can see within 50 feet, the target must make a constituton saving throw as the poison self-destructs within the target. If the target fails its saving throw it takes 12d12 poison damage, or half as much on a successful one. Reguardless of the outcome, the condition is removed. You can’t use this feature again until you finish a long rest.