Rogue
Base Class: Rogue

Equipped with a variety of poisons that they make themselves, these rogues are highly trained in the art of brewing poisons, noxious acids, and other chemical reagents to disable, maim and eliminate their foes.

Deadly Chemist

Starting at 3rd level, you gain proficiency with the following tools and equipment if you do not already: alchemist's supplies, brewer's supplies, herbalism kit, poisoner's kit and blowgun.

At the end of a Long Rest you can use your poisoner's kit to brew a random deadly concoction in an empty flask. As an action, you can apply the concoction to a weapon of your choosing, administer it to an unconscious creature, or use the concoction in a different way if specified in the table below.

When you reach certain levels in this class, you can make more deadly concoctions at the end of a long rest: two at 6th level and three at 15th level. Roll for each concoction's effect separately. Each concoction requires its own flask.

Deadly Concoctions

d6 Effect

1

Simple Poison. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 1d6 poison damage and is also poisoned for 1 hour. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature.

2

Spider Venom. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 2d8 poison damage. If this poison damage reduces the creature to 0 hit-points they are poisoned for 1 hour, and while poisoned in this way they are stable but paralyzed, even after regaining hit points. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature.

3

Sloughing Acid. A creature hit by the acidified weapon or ammunition takes 2d8 acid damage. If this creature is hit by a weapon and is wearing nonmagical armor the armor is partly dissolved 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. If a creature isn't wearing armor they take an additional 1d8 acid damage. Once applied to a weapon, the acid retains potency for 8 hours before drying, or until the acid affects a creature.

4

Noxious Gas. As an action, you can throw the flask up to 30 feet, shattering it on impact. When the flask shatters it produces a 20-foot radius sphere of poisonous, noxious gas that lasts for 1 minute. The smoke spreads around corners. It lasts for the duration or until strong wind disperses the smoke. Its area is heavily obscured.

When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Wisdom score. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The smoke moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

5

Blood Boiler. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 1d6 poison damage and is also charmed for 1 minute. The creature suddenly feels enraged and on its next turn it must move towards the closest random creature and attack. If the creature can't move, or can't reach a target it instead attacks itself. The creature can attempt the save at the end of each of its turns, ending the effect on a success. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature

6

Knockout Gas. As an action, you can throw the flask up to 30 feet, shattering it on impact. When the flask shatters it produces a 20-foot radius sphere of glimmering, purple gas that lasts for 1 round. The smoke spreads around corners. It lasts for the duration or until strong wind disperses the smoke. Its area is heavily obscured.

When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Wisdom score or fall unconscious for 1 hour. The creature can only be woken up when it takes damage, or by a spell or magical effect that eliminates poison.

 

Veins of Poison

When you choose this archetype at 3rd level, you gain resistance to poison damage and have advantage on saving throws to resist being poisoned.

In addition, after you've dealt damage to a creature with your Sneak Attack feature you can cause a spurt of poison to burst forth from the creature and land on another creature within 30-feet of your sneak attack target that you can see. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes poison damage equal to the roll’s total.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master Poisoner

Starting at 9th level, if you are successfully hidden when you use one of your Deadly Concoctions on a creature, that creature has disadvantage on any saving throws to resist the concoction.

In addition, whenever you use your Cunning Action to Disengage, or Dash a small puff of poison expels from the bottoms of your feet causing you to cast the misty step spell which you can do at will. All creatures within 5-feet of you when this occurs must succeed on a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or are poisoned until the end of your next turn.

Enhanced Poisons

By 13th level, you have learned enough about the application of your poisons that each of your Deadly Concoctions that deal damage now deal an additional 2d6 damage, and you can now use your Cunning Action to apply and use your Deadly Concoctions instead of using your action to do so.

Envenomed One

When you reach 17th level, your blood has been completely replaced by flowing poison. Whenever you take damage from the result of a melee attack you can spend your reaction to cause your noxious blood to splatter on a creature attacking you. The creature takes poison damage equal to a roll from your Sneak Attack damage. You also gain immunity to acid and poison damage, and are immune to being poisoned.

You can use this feature as much as your proficiency bonus per Long Rest.

Deadly Chemist

Starting at 3rd level, you gain proficiency with the following tools and equipment if you do not already: alchemist's supplies, brewer's supplies, herbalism kit, poisoner's kit and blowgun.

At the end of a Long Rest you can use your poisoner's kit to brew a random deadly concoction in an empty flask. As an action, you can apply the concoction to a weapon of your choosing, administer it to an unconscious creature, or use the concoction in a different way if specified in the table below.

When you reach certain levels in this class, you can make more deadly concoctions at the end of a long rest: two at 6th level and three at 15th level. Roll for each concoction's effect separately. Each concoction requires its own flask.

Deadly Concoctions

d6 Effect

1

Simple Poison. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 1d6 poison damage and is also poisoned for 1 hour. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature.

2

Spider Venom. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 2d8 poison damage. If this poison damage reduces the creature to 0 hit-points they are poisoned for 1 hour, and while poisoned in this way they are stable but paralyzed, even after regaining hit points. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature.

3

Sloughing Acid. A creature hit by the acidified weapon or ammunition takes 2d8 acid damage. If this creature is hit by a weapon and is wearing nonmagical armor the armor is partly dissolved 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. If a creature isn't wearing armor they take an additional 1d8 acid damage. Once applied to a weapon, the acid retains potency for 8 hours before drying, or until the acid affects a creature.

4

Noxious Gas. As an action, you can throw the flask up to 30 feet, shattering it on impact. When the flask shatters it produces a 20-foot radius sphere of poisonous, noxious gas that lasts for 1 minute. The smoke spreads around corners. It lasts for the duration or until strong wind disperses the smoke. Its area is heavily obscured.

When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Wisdom score. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The smoke moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

5

Blood Boiler. A creature hit by the poisoned weapon or ammunition, or that ingests it must make a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or take 1d6 poison damage and is also charmed for 1 minute. The creature suddenly feels enraged and on its next turn it must move towards the closest random creature and attack. If the creature can't move, or can't reach a target it instead attacks itself. The creature can attempt the save at the end of each of its turns, ending the effect on a success. Once applied to a weapon, the poison retains potency for 8 hours before drying, or until the poison affects a creature

6

Knockout Gas. As an action, you can throw the flask up to 30 feet, shattering it on impact. When the flask shatters it produces a 20-foot radius sphere of glimmering, purple gas that lasts for 1 round. The smoke spreads around corners. It lasts for the duration or until strong wind disperses the smoke. Its area is heavily obscured.

When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw equal to 8 + your proficiency bonus + your Wisdom score or fall unconscious for 1 hour. The creature can only be woken up when it takes damage, or by a spell or magical effect that eliminates poison.

 

Veins of Poison

When you choose this archetype at 3rd level, you gain resistance to poison damage and have advantage on saving throws to resist being poisoned.

In addition, after you've dealt damage to a creature with your Sneak Attack feature you can cause a spurt of poison to burst forth from the creature and land on another creature within 30-feet of your sneak attack target that you can see. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes poison damage equal to the roll’s total.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master Poisoner

Starting at 9th level, if you are successfully hidden when you use one of your Deadly Concoctions on a creature, that creature has disadvantage on any saving throws to resist the concoction.

In addition, whenever you use your Cunning Action to Disengage, or Dash a small puff of poison expels from the bottoms of your feet causing you to cast the misty step spell which you can do at will. All creatures within 5-feet of you when this occurs must succeed on a Constitution Saving Throw equal to 8 + your proficiency bonus + your Wisdom modifier or are poisoned until the end of your next turn.

Enhanced Poisons

By 13th level, you have learned enough about the application of your poisons that each of your Deadly Concoctions that deal damage now deal an additional 2d6 damage, and you can now use your Cunning Action to apply and use your Deadly Concoctions instead of using your action to do so.

Envenomed One

When you reach 17th level, your blood has been completely replaced by flowing poison. Whenever you take damage from the result of a melee attack you can spend your reaction to cause your noxious blood to splatter on a creature attacking you. The creature takes poison damage equal to a roll from your Sneak Attack damage. You also gain immunity to acid and poison damage, and are immune to being poisoned.

You can use this feature as much as your proficiency bonus per Long Rest.

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