Prime Venom
Ready a venom. Your next weapon hit delivers it: main hand, off hand, ranged, thrown or a weapon cantrip. It stays primed until it lands.
A Rogue subclass for Baldur's Gate 3. Prime a venom for your next strike, or hurl it in a vial.
In development. Not yet released.
Venomists fight with a pouch of alchemical venoms. Every turn you choose: dose one target through your blade, or shatter a vial over a group. Toxin charges fuel both and return on a short rest.
Ready a venom. Your next weapon hit delivers it: main hand, off hand, ranged, thrown or a weapon cantrip. It stays primed until it lands.
Hurl a venom in a 2 m burst. Everyone caught makes a Saving Throw for half damage and to resist the effect. Allies too.
Poison damage from your weapons and vials forces a Constitution Saving Throw. On a failure the target is Poisoned until the end of its next turn: Disadvantage on attack rolls and ability checks.
The first time each turn Envenom poisons a creature or you deliver a venom, read its course with a Medicine check. On a success a free Venom Strike appears on your hotbar: a main-hand attack whose weapon damage is poison. A toggle switches it to your weapon's normal damage against poison-immune foes.
Eight venoms, unlocked as you level. Primed on a blade they hit one target hard; thrown in a vial they spread a weaker dose. Saving Throw DC: 8 + proficiency + Intelligence.
Saving Throws are made with Disadvantage when the venom lands with a Sneak Attack (choose “Sneak Attack: Venom” in the reaction prompt), on a critical hit, or while you're hidden. Bleeding targets already have Disadvantage on Constitution Saving Throws.
Restored on a short rest.