Poisoners work at the highest levels of society, in the employ of lords, queens, or emperors. Civilized societies do not practice such barbarism as public executions - but there is still a need to remove those who would harm society. Poisoners are intelligent and sly. They may preside over formal executions in dungeons deep beneath the city, binding their victims and administering toxins directly into the blood. Alternatively they may be the dirty secret of the court, brewing noxious concoctions that can be slipped into a drink or a meal without anybody suspecting a thing.
- Equipment. A scroll case containing documents that confirm your role and the jurisdiction of its powers, a custom mask, hood, or other symbol of your office, traveler’s clothes, and a Poisoner’s Kit
- Tools & Languages. Poisoner’s Kit
- Backround Knowledge. You gain advantage on ability checks related to the effects of poisons, knowing which ingredients are best for poisoning, and hiding a poisonous object.
- Brew Poison. You can use your knowledge of poisons to adapt them. Once per long rest, when you use a poisoner’s kit to create or apply a poison, it gains up to a number of the the following properties of your choice equal to your Intelligence or Wisdom modifier:
- Hidden. You can increase the DC to detect a hidden poison by your proficiency bonus.
- Delayed. You can delay the onset of the effects of a poison by up to three days.
- Unidentified. You can hide the visible signs of a poison (such as fever, welts, or swelling) by up to a day. Attempts to identify the poison during this time have disadvantage.
- Debilitating. If a creature fails the saving throw of the poison by 5 or more, the creature poisoned by this poision can’t take reactions while poisoned.