Base Class: Rogue
Deep in Monkeygascar, various snakes and lizards live, and must defend themselves from the environment and religious extremists. Thus, they adapted their venom into something more than bites. They learned how to apply it to more civilized weapons than fangs, and how to strengthen it. It became almost a fighting style in itself, this venom, and some bugs and the rare fish adapted the style, beginning the path of the Venomous Rogue.
Poison Expert
When you take this subclass at 3rd level, you gain proficiency in the Poisoner's Kit. If you already have proficiency, you gain expertise in it.
Venomous Blade
Starting at 3rd level, when you deal sneak attack damage, you can choose whether it is the weapon's normal damage type, acid, or poison damage. If you choose acid or poison damage, this damage ignores resistance to that damage. Additionally, the target must make a constitution save of DC = 8+ your proficiency bonus + your intelligence modifier. On a failed save, they become poisoned. They may try this save again at the end of each of their turns.
Chemical Variance
By 9th level, you have altered your venom to be somewhat unique. Choose two of the options below. When you hit a creature with sneak attack damage, you can add one of the effects you choose. You can use each once, regaining use of them on a long rest. Any save DC in these options is equal to 8+ your proficiency modifier+ your intelligence modifier.
- Pure Potency- Add an extra 2d6 poison or acid damage (your choice).
- Muscle Eater- The target must make a constitution saving throw. On a failed save, it has disadvantage on all strength checks and saving throws. It can attempt this save again at the end of each of its turns.
- Two Hundred Proof- You cast Slow on the target only as they become incredibly drunk almost instantly.
- Psychedelic- The target must succeed on a constitution saving throw or be blinded by swirling colors. The target may repeat this save at the end of their subsequent turns.
- Veinfire- The target must succeed on a constitution saving throw or become infected with the searing pain of veinfire. They may repeat this save at the end of each of their turns. While infected, the target experiences body-wide searing pain and their movement speed is halved and they become incapable of concentrating on a save.
Toxic Veins
At 13th level, you become infused with the caustic essence of your venom. You gain resistance to acid and poison damage and immunity to the poisoned condition. Additionally, if you take damage, you can use your reaction to cause a creature within 10 feet of you to take acid or poison damage equal to your intelligence modifier. You can use this special reaction a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
Improved Variance
At 17th level, you gain two more uses of your Chemical Variance feature as well as two more options. Additionally, you may also choose from the list below.
- Neurotoxin- The target must make a constitution saving throw. On a failed save, its intelligence, wisdom, and charisma are 4 and they can speak only falteringly.
- Desiccant- You cast Abi-Dalzim's Horrid Wilting on the target.
- DNA Restructure- You cast Polymorph on the target.
- Liquid Phosphorus- The toxin ignites inside the target dealing twice your rogue level in fire damage.
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