Rerem115
2021-05-20, 08:08 PM
So, someone at my table wanted to lean into using poisons in combat, both for style reasons and for reasons that make sense within backstory. But, we all know how useful those are in this edition, and rather than overhaul everything-I'll save that for later, if they still want to keep down this path-I thought it would be a good idea to take the 'spell as a class feature in all but name' approach as a band-aid. Here's what I got so far:
Conjure Venom
1st Level Conjuration
Druid, Ranger, Artificer
VSM (An empty vial and a body part belonging to a toxic creature1)
Casting Time 10 Minutes
Instantaneous
You fill a vial with a summoned injury poison. This poison retains its potency for 24 hours, or 1 minute2 once exposed to air. It can be applied to a melee weapon or 10 pieces of ammunition as a bonus action, and deals an additional 1d43 Poison damage on a hit.
Additionally, the target must make a Constitution saving throw against your spell save DC or be Poisoned4 until the end of their next turn.
When cast with a slot of 2nd level or higher, you can fill an additional vial for each level above 1st. When cast with a slot of 3rd level or higher, you can change the damage of this spell to Necrotic or Acid damage5. When cast using a slot of 5th level or higher, the target is Stunned until the end of their next turn on a failed save instead of Poisoned.6
1Should this be an expensive component, and should it be consumed?
2Should this duration be extended to an hour?
3How much damage is appropriate?
4This is the 'default' sort of rider for these kind of effects, but should it be changed, or even removed?
5Too much?
6Too much?
Conjure Venom
1st Level Conjuration
Druid, Ranger, Artificer
VSM (An empty vial and a body part belonging to a toxic creature1)
Casting Time 10 Minutes
Instantaneous
You fill a vial with a summoned injury poison. This poison retains its potency for 24 hours, or 1 minute2 once exposed to air. It can be applied to a melee weapon or 10 pieces of ammunition as a bonus action, and deals an additional 1d43 Poison damage on a hit.
Additionally, the target must make a Constitution saving throw against your spell save DC or be Poisoned4 until the end of their next turn.
When cast with a slot of 2nd level or higher, you can fill an additional vial for each level above 1st. When cast with a slot of 3rd level or higher, you can change the damage of this spell to Necrotic or Acid damage5. When cast using a slot of 5th level or higher, the target is Stunned until the end of their next turn on a failed save instead of Poisoned.6
1Should this be an expensive component, and should it be consumed?
2Should this duration be extended to an hour?
3How much damage is appropriate?
4This is the 'default' sort of rider for these kind of effects, but should it be changed, or even removed?
5Too much?
6Too much?