publish: true
aliases:
- Venomsmith
created: 2026-03-09T12:15:33.857-04:00
modified: 2026-03-09T12:15:33.857-04:00
published: 2026-03-09T12:15:33.857-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/alchemist/venomsmith
cssclasses: - json5e-class
obsidianUIMode: preview
Venomsmith
Alchemist: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Venomsmith 4th +2 5th +3 6th +3 Alchemical Assassin 7th +3 8th +3 9th +4 10th +4 Mithridatism 11th +4 12th +4 13th +5 14th +5 Toxic Recompense 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Cripple Your Foes with Deadly Poisons
For every Alchemist that devotes their life to healing the sick, another hears a darker calling. Commonly called poisoners or Venomsmiths, these Alchemists are masters in the art of crafting deadly and debilitating poisons. Whether employed by an assassin’s guild or performing assassinations themselves, a Venomsmith’s presence is usually accompanied by untimely death.
Subclass Features
Poisoner (Level 3)
You gain the Alchemy of Poison discovery and can ignore the prerequisite of Alchemist level 5 for brewing poisons. This discovery doesn’t count against your number of discoveries known, and you can’t later replace this discovery with a different one.
Laughing Gas Bombs (Level 3)
You gain the Laughing Gas Bomb formula, which doesn’t count against your total number of formulae known. If you already have it, gain another formula of your choice. For you, the Bomb is improved in the following ways.
Improved Damage. All of this Bomb’s damage dice are d10s.
Side-Splitter. A creature that rolls a 1 on the d20 for its saving throw against the Explode property of this Bomb has the Prone condition and its Speed is 0 until the start of your next turn.
Alchemical Assassin (Level 6)
You have a specially-designed needle ring for poisoning others. You can use a Bonus Action to deal 1 Piercing damage to a creature within 5 feet of you, subjecting the creature to contact and injury poisons on the ring. You have Advantage on Dexterity (Sleight of Hand and Stealth) checks made to conceal and use this ring.
Mithridatism (Level 10)
By administering small doses of poisons and toxins to yourself, you have Immunity to Poison damage and the Poisoned condition.
Toxic Recompense (Level 14)
Whenever a creature within 5 feet of you hits you with a melee attack, you can take a Reaction to unleash a spray of poisonous vapor. The attacker must succeed on a Constitution saving throw against your Alchemist save DC or have the Poisoned condition for 1 minute. While it has the condition, the creature takes 1d10 Poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.