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New Bard College: College of Medicine
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<blockquote data-quote="Redthistle" data-source="post: 6493455" data-attributes="member: 6778305"><p>Here's a revised version of the 6th level Herbalist feature. I decided that adding the poisoned condition would make the feature too powerful, especially since it can be used every turn on a successful hit. Instead, I made it an either/or choice for the bard:</p><p></p><p></p><p>Herbalist</p><p>At 6th level, you gain the ability to use your knowledge of herbalism to your harm your enemies. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to either deal an extra 1d6 poison damage to the target or to impose the poisoned condition until the start of the bard’s next turn. When you reach 12th level, either the extra damage increases to 2d6 or the target is poisoned and must make a Constitution saving throw at the end of its turn for the poisoned condition to end. (revised)</p><p></p><p>I also considered adding a proviso for the 12th level poisoning that after the first failed saving throw, the second saving throw would be at disadvantage, but after that any needed saving throws would be with advantage as the target's Constitution began to break down the poison. That, however, might be complicating the crunch a little more than necessary.</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6493455, member: 6778305"] Here's a revised version of the 6th level Herbalist feature. I decided that adding the poisoned condition would make the feature too powerful, especially since it can be used every turn on a successful hit. Instead, I made it an either/or choice for the bard: Herbalist At 6th level, you gain the ability to use your knowledge of herbalism to your harm your enemies. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to either deal an extra 1d6 poison damage to the target or to impose the poisoned condition until the start of the bard’s next turn. When you reach 12th level, either the extra damage increases to 2d6 or the target is poisoned and must make a Constitution saving throw at the end of its turn for the poisoned condition to end. (revised) I also considered adding a proviso for the 12th level poisoning that after the first failed saving throw, the second saving throw would be at disadvantage, but after that any needed saving throws would be with advantage as the target's Constitution began to break down the poison. That, however, might be complicating the crunch a little more than necessary. [/QUOTE]
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