Poison Runner (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 17:10, 30 November 2020 (MST) because: This class has been left in an unusable state by its creator. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Poison Runner[edit]

<!-Introduction Leader->[edit]

Creating a Poison Runner[edit]

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Poison Runner you gain the following class features.

Hit Points

Hit Dice: 1d12 per Poison Runner level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Poison Runner level after 1st


Armor: All armor, shields
Weapons: Simple weapons, Martial weapons
Tools: Poisoner's Kit, Alchemist's Supplies
Saving Throws: Constitution, Intelligence
Skills: Choose 2 from, Athletics, Sleight of Hand, Arcana, Investigation, Nature, Medicine, Deception


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Ring Mail or (b) Chain Mail or (c) Splint
  • (a) Longsword or (b) Morningstar or (c) Flail
  • (a) Hand Crossbow with 20 bolts or (b) 2 Dagger or (c) 2 Handaxes
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have If you are using starting wealth, you have 5d4*10GP in funds. in funds.

Table: The Poison Runner

Level Proficiency
1st +2 Poison Pool, Poison Trail
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Poison Pool[edit]

You draw from a large pool of poison in a tank located on your person. At level one you have 5 poison points, you gain 5 additional points every time you level up to a maximum of 100. You cannot exceed the maximum amount of poison points for your level. You regain all spent poison points when you finish a long rest. Additionally, you gain resistance to poison damage.

Poison Trail[edit]

As a bonus action you can spend X poison points to being leaving a trail of deadly poison behind you for 5 minutes. When you move, the poison fills a 15 foot sphere every 5 feet behind you along the path you traveled . The poison trail lingers for 1 minutes. Creatures that enter the trail take 1d4 poison damage, creatures that being their turn within the trail take 1d4 poison damage. As a bonus action you may deactivate this feature early.

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!