Base Class: Rogue
Masters of poisons and the deadly arts of the slow and subtle death, poisoners are rightly feared as skilled assassins. A poisoner is subtle and deadly, slaying their foes with poisons rather than with brute force.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit. Your proficiency bonus is doubled for any check you make using this proficiency.
Additionally, you may apply a poison to your weapon as a bonus action instead of as an action.
Poison Reserves
Starting at 3rd level, at the end of a long rest, you may coat up to two weapons that you touch with a poison of your choice from the following list. Each poison lasts until the end of your next long rest. When you or another creature strikes a creature with the poisoned weapon, the target must make a Constitution saving throw or suffer the effects of the chosen poison. The saving throw is equal to 8 + your proficiency modifier + your Intelligence modifier.
A weapon can only have one poison reserve applied to it at any one time, but you may apply a normal poison to a weapon that has a poison reserve on it, applying its effects as normal.
You may apply a poison reserve to a third weapon starting at 6th level, and a fourth weapon at 12th level.
- Deadly Poison: The target takes 2d8 poison damage.
- Crippling Poison: The target's speed is reduced by 10 feet until the end of your next turn.
- Debilitating Poison: The target is poisoned until the end of your next turn.
- Wounding Poison: The target has vulnerability to bludgeoning, piercing, and slashing damage until the beginning of your next turn.
- Sensory Poison: The target is blinded until the end of your next turn.
Overwhelming Poisons
Starting at 9th level, you ignore a creature's resistance to poison damage when dealing poison damage, and you treat immunity to poison damage as resistance. Additionally, when you attempt to inflict the poisoned condition, creatures that have immunity to the poisoned condition instead have advantage on their saving throws.
Poisonmaster
Starting at 13th level, you can brew poisons that are truly deadly. When using a poison you have made yourself, use either the poison's standard save DC or use your poison reserve save DC, whichever is higher.
Additionally, poisons that you have made deal an additional 2d8 poison damage if they deal damage, or their duration is doubled if they have a duration. Both effects cannot be applied to one poison.
Enhanced Reserves
At 17th level, your poison reserves are more powerful.
- Deadly Poison: The target takes 4d8 poison damage.
- Crippling Poison: The target's speed is reduced by 15 feet until the end of your next turn, and it takes 2d8 poison damage.
- Debilitating Poison: The target is poisoned until the end of your next turn, and it takes 2d8 poison damage.
- Wounding Poison: The target has vulnerability to bludgeoning, piercing, and slashing damage until the beginning of your next turn, and it takes 2d8 poison damage.
- Sensory Poison: The target is blinded and deafened until the end of your next turn, and it takes 2d8 poison damage.
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