Alchemist Subclasses: Venomsmith
For every Alchemist that devotes their life to healing the sick, another hears a darker calling. Commonly called poisoners or Venomsmiths, these Alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin's guild or performing assassinations themselves, a Venomsmith's presence is usually accompanied by untimely death.
Level 3 Poisoner: You gain the Alchemy of Poison discovery and can ignore the prerequisite of Alchemist level 5 for brewing poisons. This discovery doesn't count against your number of discoveries known, and you can't later replace this discovery with a different one.
Level 3 Laughing Gas Bombs: You gain theĀ Laughing Gas BombĀ formula, which doesn't count against your total number of formulae known. If you already have it, gain another formula of your choice. For you, theĀ BombĀ is improved in the following ways.
Improved Damage.Ā All of thisĀ Bomb'sĀ damage dice are d10s.
Side-Splitter.Ā A creature that rolls a 1 on theĀ d20Ā for its saving throw against theĀ ExplodeĀ property of thisĀ BombĀ has theĀ ProneĀ condition and itsĀ SpeedĀ is 0 until the start of your next turn.
Level 6 Alchemical Assassin: You have a specially-designed needle ring for poisoning others. You can use aĀ Bonus ActionĀ to deal 1 Piercing damage to a creature within 5 feet of you, subjecting the creature to contact and injury poisons on the ring. You haveĀ AdvantageĀ on Sleight of HandĀ andĀ Stealth checks made to conceal and use this ring.
Level 10 Mithridatism: By administering small doses of poisons and toxins to yourself, you haveĀ ImmunityĀ to Poison damage and theĀ PoisonedĀ condition.
Level 14 Toxic Recompense: Whenever a creature within 5 feet of you hits you with a melee attack, you can take aĀ ReactionĀ to unleash a spray of poisonous vapor. The attacker must succeed on a Constitution saving throw against your Alchemist save DC or have theĀ PoisonedĀ condition for 1 minute. While it has the condition, the creature takesĀ 1d10Ā Poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.










