Bender Nature: Toxic

Focuses on the use of Poison, Acid damage and changing the earth around them

## Features

### Toxins

Starting at 1st level, when you deal acid or poison damage, you can add a bonus to the damage rolls equaling your Wisdom Modifier.

Additionally you have proficiency with poisoner’s kit.

### Noxious

Reaching 3rd level, you have resistance to acid and poison damage. This turns into immunity as well as immunity to the poisoned condition at 8th level.

Additionally, when you cast a spell or use an ability that deals acid or poison damage you can apply one of the following effects as a bonus action:

* The target makes a constitution saving throw using your spellcasting DC. Upon failure, the target is poisoned until the end of your next turn.
* The target takes additional acid or poison damage equal to your Wisdom modifier

You can use this ability equaling your proficiency bonus per long rest

### Antitoxin

Upon reaching 6th level, once per long rest, as an action you can choose a number of creatures equal to your proficiency bonus within 30ft of you and grant them resistance to acid and poison damage for 1 minute. This turns to immunity at 14th level.

Additionally, when you deal acid or poison damage, you ignore resistance to that type, and treat immunity as resistance.

### Toxicology

Upon reaching 10th level, you can create your own poisons. Using your poisoner’s kit, you can create a number of poisons equaling your proficiency bonus per long rest. It takes 1 minute to create a poison, and they remain potent for up to 8 hours. If you wish to create more poisons you can expend the use of 1 spell slot of 1st level or higher to create 1 more poison.

When a creature is subject to your poison, they make a constitution saving throw DC = 8 + your proficiency bonus + your Constitution modifier. Upon failure, the target take xd6 acid or poison damage (The x is equal to half of your level rounded down), as well as suffer from the incapacitated condition for 1 hour. On a successful save, the creature takes half damage and isn't incapacitaded.

Of your choosing when you create a poison it can be a Contact, Ingested, Inhaled, or Injury based poison.

* **Contact.** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

* **Ingested.** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
* **Inhaled.** These poisons are powders or gasses that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
* **Injury.** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Additionally, your immunity to acid and poison damage cannot be bypassed. You are immune to all effects that would reduce your acid and poison immunity in any way. This does not apply to the resistance/immunity you can grant allies.

### Polonium

Upon reaching 17th level, when you deal acid or poison damage, the target makes a constitution saving throw using your spellcasting DC. Upon failure its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

## Spell List

### Cantrips (0th level)

* Acid Splash - You hurl a bubble of acid
* Mold Earth - You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* Poison Spray - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.

### 1st Level Spells

* Absorb Elements - The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
* Acid Stream - A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
* Chromatic Orb - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
* Detect Poison and Disease - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
* Earth Tremor - You cause a tremor in the ground in a 10-foot radius.
* Entangle - Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
* Purify Food and Drink - All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
* Ray of Sickness - A ray of sickening greenish energy lashes out toward a creature within range.

### 2nd Level Spells

* Acid Arrow - A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
* Earthen Grasp - You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it.
* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.

### 3rd Level Spells

* Stinking Cloud - You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range.
* Wall of Sand - You conjure up a wall of swirling sand on the ground at a point you can see within range.

### 4th Level Spells

* Aura of Purity - Purifying energy radiates from you in an aura with a 30-foot radius.
* Conjure Minor Elementals - You summon elementals that appear in unoccupied spaces that you can see within range.
* Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
* Vitriolic Sphere - You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius.

### 5th Level Spells

* Cloudkill - You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range.
* Conjure Elemental - You call forth an elemental servant.
* Contagion - Your touch inflicts disease.
* Transmute Rock - You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
* Wall of Stone - A nonmagical wall of solid stone springs into existence at a point you choose within range.

### 6th Level Spells

* Move Earth - You can reshape dirt, sand, or clay in the area in any manner you choose for the duration.
* Wall of Thorns - You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.

### 7th Level Spells

* Poison Matrix - A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison.

### 8th Level Spells

* Earthquake - You create a seismic disturbance at a point on the ground that you can see within range.

### 9th Level Spells

* Atomic Bolt - You conjure a devastating bolt of nuclear power at a target within range.