Venomist class icon: a dagger crossing a flask of green venom

Venomist

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.

How it plays

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.

Prime Venom

Bonus action · charges

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.

Throw Vial

Bonus action · charges · 18 m

Hurl a venom in a 2 m burst. Everyone caught makes a Saving Throw for half damage and to resist the effect. Allies too.

Envenom

Passive

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.

Venom Strike

Free · from level 5

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.

The venoms

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.

Bleeding

Level 3 · 1 charge
  • Primed: 1d6 poison and Bleeding for 2 turns. No Saving Throw.
  • Vial: 1d4 poison; on a failed Constitution Saving Throw, Bleeding for 1 turn.

Festering

Level 3 · 1 charge
  • Primed: 1d6 poison; the target can't regain hit points for 3 turns. No Saving Throw.
  • Vial: 1d4 poison; on a failed Constitution Saving Throw, no healing for 2 turns.

Befuddling

Level 5 · 1 charge
  • Primed: 1d6 poison and breaks Concentration. Constitution Saving Throw or Silenced for up to 2 turns, saving again after the first.
  • Vial: 1d4 poison; on a failed Constitution Saving Throw, breaks Concentration and Silenced for 1 turn.

Crippling

Level 5 · 1 charge
  • Primed: 1d6 poison. Constitution Saving Throw or Crippled (can't move) for 2 turns; on a success, movement halved.
  • Vial: 1d4 poison; on a failed Constitution Saving Throw, Crippled for 1 turn.

Stunning

Level 7 · 2 charges · primed only
  • Primed: 1d6 poison. Constitution Saving Throw or Stunned for 1 turn; on a success, Weakened (half weapon damage).

Maddening

Level 7 · 1 charge · primed only
  • Primed: 1d6 poison. Wisdom Saving Throw or Maddened for 1 turn: it attacks the nearest creature.

Agony

Level 9 · 1 charge
  • Primed: 2d6 psychic instead of poison. No Saving Throw.
  • Vial: 2d4 psychic; a Constitution Saving Throw halves it.

Paralysing

Level 11 · 3 charges · primed only
  • Primed: 1d6 poison. Constitution Saving Throw or Paralysed for 1 turn (melee hits within 3 m are critical); on a success, Slowed.

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.

Features by level

3Rogue
  • Prime Venom and Throw Vial
  • Envenom: your poison damage forces a Constitution Saving Throw or Poisoned
  • Toxicology: proficiency in Medicine
  • Lasting Venoms: oils, poisons and toxins stay on your weapons 50% longer; Poisoner's Hand (Chocolate Edition) coatings last 10 turns. Effects on targets are unchanged.
  • Venoms: Bleeding, Festering
5Rogue
  • Venom Strike: Medicine check (DC 17) for a free poisoned main-hand attack
  • Venoms: Befuddling, Crippling
6Rogue
  • Toxin Tolerance: resistant to poison; Advantage on Saving Throws against being Poisoned
7Rogue
  • Quick Venoms: once per turn, Prime Venom or Dip costs no bonus action
  • Twin Vials: after a vial, your next vial that turn costs no bonus action
  • Venoms: Stunning, Maddening
9Rogue
  • Harvest Venom: killing a creature affected by your venom returns a charge, once per turn
  • Venom: Agony
11Rogue
  • Toxin Immunity: immune to poison damage and to being Poisoned
  • Venom Mastery: +1 to your venom DC; venom damage dice grow one size (primed d6 to d8, vials d4 to d6); vials burst in 3 m
  • Venom: Paralysing

Toxin charges

Restored on a short rest.

4Level 3
5Level 5
7Level 7
8Level 9
10Level 11