# Weirdo Whoever Plays D&D: Toxic Love
WThis document of *Weirdo Whoever Plays D&D* introduces homebrew materials, specifically poison- and acid-themed archetype options and spells.
*Oil and grime, poison slduge*
*Diesel clouds and noxious muck*
*Slime beneath me, slime up above*
*Ooh, you'll love my* ***toxic love***
— ["Toxic Love"](https://www.youtube.com/watch?v=ChkhL1rulfs)
Obligatory Tim Curry reference aside, I've been thinking how underrated acid and poison damage, *especially* poison damage are in 5th edition. I mean, a bit too much class features and monsters have resistance and immunity against it, it doesn't do very much damage in the first place, and overall very poorly represented compared to other damage types. Even Assassin archetype in *Player's Handbook* does not regard too much on poison, aside from some mediocre proficiency on what, poisoner's kit?
As a DM I am more of a straightforward kind of guy. I prefer more beefy, strong-in-the-arm kind of encounters than more cunning, sadistic, and *toxic* obstacles. However, I think I need some turn in my tactics, and after reading a bit or two from my copy of *Dungeon Master's Guide* I was rather... unsatisfied. I needed something more venomous, if I should say it, something more ickly, slimy, and downright disgusting that could torment my players. (Yes, I am a sick guy with some sick tastes.)
The good thing of having homebrew materials in the game is,
if you are unsatisfactory with what you already have, you can freely add stuffs *you* wanted, only if you can balance it out smoothly so it could at least sounds feasible to others as well. So here are some archetype options that revolves around ickly, sickly themes, as well as more poison- and acid-type spells.
#### Copyright Disclaimer
This document may resemble content endorsed by, sponsored by, and/or affiliated with *Dungeons & Dragons* franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. Weirdo Whoever neither claims nor implies any rights to *Dungeons and Dragons* copyrights, trademarks or logos, nor any owned by Wizards of the Coast. This document is for non-profit use only.
Furthermore, the following content is a derivate work that falls under and the use of which is protected by the [Fair Use](https://en.wikipedia.org/wiki/Fair_use) designation of U.S. Copyright and Trademark Law.
#### Feedbacks and Suggestions
This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever ([weirdowhoever@gmail.com](mailto:weirdowhoever@gmail.com)).
## Monk Monastic Tradition
At 3rd level, a monk gains the Monastic Tradition feature. Here is a homebrew options for that feature: the Way of the Treachous Hands.
### Way of the Treachous Hands
#### Bonus Proficiencies
Starting when you choose this tradition at 3rd level, you gain proficiency in poisoner's kit.
#### Treachous Hand Technique
Also starting at 3rd level, you can ingest your ki into your enemies' body, causing a poisonous effects. When you hit a creature with an unarmed strike, you can spend 1 ki to impose one of the following effects on that target:
- It must succeed on a Constitution saving throw or becomes poisoned for 1 minute.
- It takes extra poison damage equal to your Wisdom modifier (a minimum of 1). If it is poisoned, the poisoned damage is doubled.
- If it is poisoned, it must succeed on a Constitution saving throw or suffer one level of exhaustion.
#### Fight Poison With Poison
By 6th level, your ki develops a nastily poisonous traits, effectively turning your body into a mass of lethal poison. When you are hit by a melee attack, the attacker takes 1d4 poison damage.
Additionally, when you deal poison damage with this feature, you can spend 1 ki as a reaction to channel your ki to the attacker, further exposing it to the noxious poison. The attacker must succeed on a Constitution saving throw or takes additional 2d4 poison damage and becomes poisoned for 1 minute.
#### Venomous Vitality
When you reach 11th level, your body can be fueled with substances that would otherwise cause lethal poisoning. Whenever you are subjected to poison damage, you take no damage and regain a number of hit points equal to the poison damage dealt.
Additionally, you can asborb poison from other creatures to empower your ki. As an action, you can touch a creature to end one effect on it that is causing it to be poisoned. If you do so, you regain 1 ki.
#### Maleficient Hands
When you reach 17th level, your poison becomes strong to the point that it can penetrate most of the natural immune systems and even envenoms inanimate objects and supernatural entities. Poison damage dealt by your Treachous Hand Technique or Fight Poison With Poison feature ignores resistance to poison damage.
Additionally, when you deal poison damage with your Treachous Hand Technique or Fight Poison With Poison feature, you can spend 1 ki to ignore the target's immunity to poison damage.
\page
## Warlock Overworldly Patrons
At 1st level, a warlock gains the Otherworldly Patron feature. Here are two homebrew options for that feature: the Formless One and the Plague.
### The Formless One
You have made your pact with a powerful creature, a deity, or any other supernatural entity that has a power over slimes and oozes. You form a symbiotic relationship with your patron, by integrating a portion of your patron's slimy body within you, which in turn grants you supernatural power that you now wield. Slowly but surely, you are becoming one with your patron, but not before you channel its power for your great ambitions.
Since deities gain their power from their believers' faith, most of the gods of slimes and oozes are, in fact, as mindless and primitive as an ordinary slimes and oozes. This does not makes them less dangerous, however, for their ravenous hunger cannot be satisfied with mortal means.
#### The Formless One Expanded Spells
The Formless One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|:-:|:-|
| 1st | *entangle*, *grease* |
| 2nd | *melf's acid arrow*, *web* |
| 3rd | *meld into stone*, *stinking cloud* |
| 4th | *freedom of movement*, *polymorph* |
| 5th | *contagion*†, *passwall* |
† Unless you gain this spell from another source, you can apply only *Slimy Doom* with it.
#### Amorphous Step
Starting at 1st level, your patron reveals you the secret of walking and moving as the oozes do. Moving through difficult terrain, both nonmagical and magical, costs you no extra movement, and you ignore any obstacles and spells that affects you when stepped on, including ball bearings, caltrops, and the *grease* spell.
#### Corrosive Defense
Starting at 6th level, your sweat, blood, and other bodily fluid becomes viscous and acidic, which you utilize as a defensive system. When you are hit by an attack by a nonmagical weapon, the weapon is partly corroded and takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Additionally, nomagical ammunitions made of metal that hits you is destroyed after dealing damage.
```
```
#### Amorphous Resilience
Starting at 10th level, your patron's influence on you renders your flesh and organs resistant to acids and other corrosive substances, which now flows within your body. You gain resistance to acid damage.
Additionally, you have advantage on all ability checks and saving throws against being grappled, paralyzed, and restrained.
#### Corrosive Touch
Starting at 14th level, you can utilize your corrosive bodily fluid for offensive means. When you hit a creature with an unarmed strike or your pact weapon, you can choose to deal acid damage with the attack, instead of the original damage type it deals.
If the target is wearing nonmagical metal armor when you choose to deal acid damage with this feature, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
### The Plague
Your patron is the noxious phenomenon with malevolent sentience. It could be a supernatural strain of epidemic, an entity associated with disease and plague, or the residual energy from the Negative Plane. The Plague works complex, but thinks simple, and will never stop until it has infested and dissolved everything in the multiverse, organic and inorganic, magical and nonmagical, and even mortal and immortal alike.
#### The Plague Expanded Spells
The Plague lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|:-:|:-|
| 1st | *ray of sickness* |
| 2nd | *blindness/deafness* |
| 3rd | *stinking cloud* |
| 4th | *giant insect* |
| 5th | *contagion* |
#### Noxious Presence
When you choose this patron at 1st level, you can expend one warlock spell slot as a bonus action to call forth your patron's noxious presence in a form of spectral shroud that veils you. For 1 minute, you gain the following features:
- You gain immunity to poison damage, and become immune to disease and poison. If you are under the effect of disease or poison when you use this feature, the effect is suspended for the duration.
- A thin cloud of contagions and plage spreads in an area within 5 feet of you. When a creature first enters this area for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature takes 1d6 poison damage per spell slot level and becomes poisoned for 1 minute. On a failed save, the creature takes half as much damage and is not poisoned.
\page
#### Potent Poison
Starting at 6th level, poison damage dealt by your warlock spells and your Noxious Presence feature ignores resistance to poison damage.
Additionally, while under the effect of your Noxious Presence feature, you add your Charisma modifier to the poison damage you deal with any warlock spell.
#### One with the Plague
By 10th level, as a representative of your patron, your body develops curious affection toward poison and other foul substances. You gain resistance to poison damage, and you have advantage on saving throws made to resist disease and poison.
Additionally, when you are subjected to poison damage while under the effect of your Noxious Presence feature, you take no damage and regain a number of hit points equal to the poison damage dealt.
#### Soulbane
When you reach 14th level, the plague granted by your patron weakens the soul and essence of the inflicted creatures. Whenever you deal poison damage with your warlock spells and your Noxious Presence against a creature, its hit point maximum is decreased by half the poison damage dealt. A creature regains all decreased hit point maximum upon finishing a long rest.
Additionally, while under the effect of your Noxious Presence feature, poison damage dealt by your warlock spells and your Noxious Presence feature ignores immunity to poison damage.
## Spell Lists
The following lists indicate which classes get the spells in this document.
### Druid
___
##### Cantrips (0 Level)
___
- *suppress poison* (necromancy)
##### 1st Level
___
- *intoxicating fog* (conjuration)
##### 2nd Level
___
- *implode poison* (necromancy)
##### 3rd Level
___
- *explode poison* (conjuration)
- *posion to cure* (necromancy)
### Ranger
___
##### 1st Level
___
- *withering shot* (transmutation)
##### 2nd Level
___
- *blooming toxic shot* (conjuration)
- *implode poison* (necromancy)
##### 3rd level
___
- *explode poison* (conjuration)
- *posion to cure* (necromancy)
### Sorcerer
___
##### Cantrips (0 Level)
___
- *corrosive grasp* (transmutation)
- *suppress poison* (necromancy)
##### 1st Level
___
- *intoxicating fog* (conjuration)
##### 2nd Level
___
- *corrosive cloud* (conjuration)
- *implode poison* (necromancy)
##### 3rd level
___
- *explode poison* (conjuration)
### Warlock
___
##### Cantrips (0 Level)
___
- *corrosive grasp* (transmutation)
##### 1st Level
___
- *intoxicating fog* (conjuration)
##### 2nd Level
___
- *implode poison* (necromancy)
##### 3rd level
___
- *explode poison* (conjuration)
## Spell Descriptions
The spells are presented in alphabetical order.
#### Blooming Toxic Shot
*2nd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, M (a bow or a crossbow and a piece of ammunition, strapped with poison ivy vine)
- **Duration:** Concentration, up to 1 minute
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and colorful flowers bloom from the target's body, exhaling poisonous pollen. Each creature that starts its turni within 10 feet of the target must make a Constitution saving throw against the acid. On a failed save, the creature takes 1d6 poison damage and becomes poisoned for 1 minute.
When the spell ends, the conjured flower wilt away.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
#### Corrosive Cloud
*2nd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a small vial of vinegar)
- **Duration:** Concentration, up to 1 minute
\page
You create a 20-foot-radius sphere of translucent, corrosive vapor centered on a point within range. The cloud spreads around corners and lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against the acid. On a failed save, the creature takes 1d6 acid damage, and if it is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
#### Corrosive Grasp
*Conjuration cantrip*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
You imbue your palm with dangerously corrosive magic, and make a grasp against a creature or an object. Make a melee spell attack against the target. On a hit, the target takes 1d6 acid damage, and an additional 1d6 acid damage if the target is a construct or inanimate object.
When you cast this spell on an nonmagical inanimate object, you can eat through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
#### Explode Poison
*3rd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
You choose one creature you can see within range that is poisoned, and cause the poison afflicted to that creature to burst in a 10-foot-radius sphere. Each creature within the sphere must make a Constitution saving throw. A creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one.
If a creature was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 2d8 for the target.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 3rd.
#### Implode Poison
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a portion of nightshade root)
- **Duration:** Instantaneous
You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage on a failed save, or half as much damage on a successful one.
If the target was poisoned, it has disadvantage on the saving throw, and the spell's damage increases by 3d8 for the target.
Constructs and undead are unaffected by this spell.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the base damage and additional damage against poisoned target each increase by 1d8 for each slot level above 2nd.
#### Intoxicating Fog
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a fang of poisonous snake or a vial of castor oil)
- **Duration:** Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellowish-green, poisonous fog centered on a point within range. The cloud spreads around corners, and its area is lightly obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must succeed on a Constitution saving throw against the poison or become poisoned for 1 minute.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
#### Poison to Cure
*3rd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a yew branch)
- **Duration:** Instantaneous
You touch a creature. If it is poisoned, you neutralize the poison, and the creature regains a number of hit points equal to 2d6 + your spellcasting ability modifier.
If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
#### Suppress Poison
*Necromancy cantrip*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Concentration, up to 1 round
You touch a creature. If it is poisoned, you suspend the effect of the poison for the duration. If more than one poison afflicts the target, you suspend one poison that you know is present, or you suspend one at random.
\page
#### Withering Shot
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, M (a bow or a crossbow and a piece of ammunition)
- **Duration:** Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and the ammunition explodes into a cloud of dust that spreads in a 5-foot-radius sphere and causes erosion on touch. Each creature within the sphere must make a Dexterity saving throw or takes 1d8 acid or necrotic damage (your choice).
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
## Credits
All contents are created by Created by [Weirdo Whoever](http://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations.
***The Formless One.*** Inspired by [Marasmusine](https://goo.gl/rnuPYF)'s [Ooze Domain](https://goo.gl/HU1XpG). Originally posted on [D&D Wiki](https://goo.gl/kFmPA1).
***Implode Poison.*** Originally posted on [D&D Wiki](https://goo.gl/1mZvAH).