The Miasma Class

by StandardShallot

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Miasma

Class Details

The Miasma is a mysterious and enigmatic class that harnesses the power of toxic energy and deadly vapors to manipulate their surroundings and incapacitate their foes. Masters of poison and disease, they are both feared and respected for their ability to create a lethal atmosphere that can cripple enemies and protect allies.

Miasmas are often loners or outcasts, as their powers are seen as dark and dangerous by many. They spend years studying the secrets of toxins, venoms, and plagues, seeking to understand the intricate balance between life and death. Through their rigorous training and exposure to various toxic substances, Miasmas have learned to embrace and control these destructive forces for their own purposes.

Playing a Miasma:

Miasmas are versatile spellcasters who excel at controlling the battlefield and debilitating their foes. They are adept at inflicting poison damage, weakening enemies, and providing support to their allies. Miasmas are often masters of stealth and subterfuge, utilizing their toxic abilities to silently dispatch enemies or create diversions.

When playing a Miasma, consider embracing the dark and mysterious nature of your character. Exploit the fear and unease that others feel in your presence, but also showcase the resilience and determination that comes from mastering such dangerous forces. Remember to communicate with your party members, as your toxic abilities might inadvertently affect them, and be cautious not to cross the line into outright villainy.

Remember, the Miasma is a unique and original class, so make sure to work with your Dungeon Master to integrate it into the world and adjust any aspects as needed for your campaign.

                    Credit:5MARTIS

The Miasma

Class Features

As a Miasma, you gain the following class features:

Hit Points

  • Hit Dice: 1d8 per Miasma level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Miasma level after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, shortswords
  • Tools: Poisoner's Kit
  • Saving Throws: Constitution, Dexterity
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Nature, Perception, and Stealth

Equipment

You start with the following equipment in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather armor, two daggers, and a poisoner's kit
Spellcasting
  • Your Spell Save DC = 8 + Your Constitution Modifer + your Proficiency Bonus
  • Your Spell Attack Bonus = Your Constitution modifier + your Proficiency Bonus.

Toxic Attunment

At 1st level, you gain the ability Toxic Attuement, This allows Miasma to infuse their Melee and Unarmed attacks with poison damage. Starting at level 1 you will have 3 charges to work with, you regain charges after a short or long rest, you will gain charges as you level up. At first level your Poison does 1d4 damage, This will increase at levels 3, 7, 10, 14.

Noxious Veil

At 2nd level, Miasmas learn the ability to shroud themselves in a cloud of toxic haze, giving themselves resistance to poison damage and advantage on saving throws against being poisoned, creatures that start their turn within 5ft of you have disadvantage on attack rolls against you as long as they stay in range.

Miasma Archetype:

At 3rd level, a Miasma chooses an Archetype, which defines their approach to toxic magic and grants them additional abilities. The available archetypes are Plaguebringer, Venomancer, and Blightcaller.

Miasmic Aura

At 6th level, You learn to emit a Poisonous aura of mist that engulfs your surroundings. As an action, you can activate your Miasmic Aura, creating a 15-foot radius cloud of toxic gas centered on yourself. The area becomes heavily obscured, and any creature other than yourself that starts its turn within the cloud takes 1d10 poison damage. You are immune to the effects of this ability. You can use this ability a number of times equal to your constitution modifer per short rest.

Plaguebearer's Resilience

At 10th level, you as a Miasma dealing with poisons, Toxins and Diseases have gained a resistantance to them as well as advantage for saving throws against Poisons, Toxins and Diseases, Additionally you have advantage on Constitution saving throws to maintain concentration on spells when taking damage.

Venomous Mastery

At 14th level, Your understanding of toxins as a Miasma, reaches a peak. You gain immunity to poison damage and can no longer be poisoned, in addition, the poison dealt by your Toxic Attunment ability is maximized, now dealing 3d8 poison damage. As well as your Miasmic Aura now does 2d10 Poison Damage.

Toxic Eruption

At 17th level, You can the ability to unleash a devastating surge of toxic energy. As, an action, you can release a wave of toxic gas in a 30-foot radius centered on yourself. The area becomes heavily obscured, and all creatures in it other than you, take poison damage equal to 3d10 x your constitution modifer, at the start of their turns. Additionally, affected creatures must make a constitution saving throw at the end of each of their turns to end the poison effect. You can use this ability 3 times per long rest.

Master of Miasma

At 20th level, you become the ultimate master of toxic energies and the embodiment of deadly mists. You gain the following benefits:

  • Your Miasmic Aura's area increases to 60 feet.
  • You can now activate your Miasmic Aura as a bonus action.
  • The damage dealt by your Miasmic Aura now does a total of 3d10 Poison Damage and bypasses Resistances
  • Creatures who hit you with an Melee or UnArmed attack, must make a Constitution saving throw for every attack on you or take 2d10 poison damage.

Plaguebringer:

The Plaguebringer archetype focuses on spreading diseases and debilitating conditions. Plaguebringers are masters of contagion, able to infect enemies with virulent diseases and weaken their defenses.

Toxic Infestation

At 3rd level, you gain the ability to infest a creature with a debilitating disease. Once per turn, when you hit a creature with your Toxic Attunement, you can choose to infect them. The target must make a Constitution saving throw or suffer the effects of the rolled disease (see Disease List)

Virulent Strikes

Starting at 7th level, your Toxic Attunement becomes even deadlier. When you use Toxic Attunement, the poison damage is doubled against creatures affected by one of your diseases. In addition, creatures infected by your diseases have disadvantage on saving throws against your Miasmic Aura.

Plaguebearer's Breath

At 11th level, you as a Miasma, gain a breath weapon, you can vomit a plague like ichor onto your target, causing one of the following effects to activate. You have 4 uses of this ability per short rest

1d4 Ichor table

  • 1: This is a Green Ichor, this Ichor burns the skin of your enemies, on a hit, target takes 2d6 acid damage, take 2d6 acid damage at the end of their next turn as well.
  • 2: This is a black Ichor, this Ichor decays your enemies, on a hit, target takes 2d6 Necrotic Damage, roll on the disease table, target gains the first effect of the disease you roll.
  • 3: This is a Red Ichor, this Ichor leaches off of your enemies, on a hit, target takes 2d6 radiant damage, you heal for an equal amount.
  • 4: This is a Blue Ichor, this Ichor stuns your enemies, on a hit target takes 2d6 lightning damage, target must roll a constitution saving throw, or get stunned until the end of their next turn.

Infectious Swarm

Miasma learn to harness rodents and Insects to spread their plague and Disease. Starting at level 15, You can summon infectious Rat swarm and infectious mosquito swarm (See Monster Stat Blocks) You can have 1 summon at a time for 1 hour or until they drop to 0 HP. Your body needs time to recharge the disease used to summon, you can use this ability 3 times per long rest.

Credit:LongPham


Infectious Rats

Medium swarm of Tiny beasts, Unaligned


  • Armor Class 16
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft climb 25ft

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 14 (+2) 4 (-3) 11 (+0) 4 (-3)

Roll Initiative! +3


  • Saving Throws Constitution
  • Skills Acrobatics +5, Stealth +5
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned, Poisoned.
  • Senses Darkvision 30 ft., Passive Perception 10
  • Languages Basic Telepathy with summoner
  • Challenge 2 (450 XP)

Actions

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

MultiAttack: Infectious Rats can make one Bite and One claw attack on its turn.

Bite: Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage and 7 (2d6) Necrotic Damage

Claw: Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 7 (2d6) Slashing Damage and 7 (2d6) poison Damage

Spread Plague: If Infectious Rats has used its Bite and Claw attack this turn, Target must make a Constitution Saving Throw or take 2d4 Poison and 2d4 Necrotic damage, and again at the end of its next turn.

Credit: ZeekieZu28


Infectious mosquitoes

Medium swarm of Tiny beasts, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 58 (13d8)
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 19 (+4) 10 (+0) 1 (-5) 12 (+1) 6 (-2)

Roll Initiative! +4


  • Saving Throws Constitution
  • Skills Acrobatics +6, Stealth +6, Perception +7
  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Damage Immunities Poison, Necrotic
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned, Poisoned.
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Basic Telepathy with summoner
  • Challenge 5 (1,800 XP)

Actions

Keen Smell: The swarm has advantage on Wisdom (Perception) checks that rely on smell.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

MultiAttack: Infectious mosquitoes can make 2 Bite attacks on its turn.

Bite: Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage and 7 (2d6) Necrotic Damage

Blood Drain: Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (5d4) piercing damage, and the some mosquitoes attach to the target. While attached, the mosquitoes don’t attack. Instead, at the start of each of the mosquito’s turns, the target loses 14 (5d4) hit points due to blood loss. The mosquito swarm can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the mosquito swarm. once the mosquitoes have drained 10 hit points, they return to you and heal you for that much.

                                                                         Credit: Psyzloth

Venomancer:

The Venomancer archetype focuses on manipulating venom and poisons to deal lethal damage and control the battlefield. Venomancers are skilled assassins and ambush predators, striking swiftly and silently..

Venomous Strike

At 3rd level, you gain the ability to coat your weapons with deadly venom. Once per turn, when you hit a creature with your Toxic Attunement, you can choose to apply poison to the target. The target must make a Constitution saving throw or suffer additional poison damage equal to your Toxic Attunement damage. The DC for the saving throw is 8 + your proficiency bonus + your Dexterity modifier.

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                                                        Credit:Rostislav Smertin

 

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