Rogue
Base Class: Rogue

(ROUGH MECHANICS DRAFT, Not balanced or flavored!)

While many a rouges rely on what can be seen and felt, you have learned the art of that which is hidden, but deadly. Whether through subtlety or direct aggression, poisons have become your preferred means to any end. You have mastered a the art of application and craft of poisons, allowing you to prepare toxic poisons.

Adept Poison Making

3rd-level Poisoner feature

Through 'trial and error' experimentation, you have developed a knowledge of common poisons and the ability to mix ingredients to develop new mixtures, as such you have gained proficiency with Poisoner's Kit.

Poisonous Weapon Attack

3rd-level Poisoner feature

Through your experimentation, you learn to apply a wide range of poisons to any situation you may find yourself in. When you gain this feature, you gain knowledge of two existing poison options (see “Poisonous Weapon Coating Options” below). A number of times equal to twice your proficiency, you may use a known poison option in one of the given ways:

  • Apply the poison to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage, the poison remains potent until delivered through a wound or washed off.
  • Inject the poison into a victim, through a needle or another spiked implement.
  • Dissolve the poison into any consumable liquid for a target to ingest.

Poisonous Weapon Coating Options

3rd-level Poisoner feature

The Poisonous Weapon Attack  feature allows you to learn any of the following poisons. The poisons are presented here in alphabetical order, each providing a unique benefit. Additional options may be discovered in the world, or through experimentation experimentation with different materials and processes.

If an option requires a saving throw, your save DC equals 8 + your proficiency with Poisoner's Kit + your Intelligence modifier.

Charming Poison

A warmth radiate through the target, as they adjust to the odd sensation, a smile cuts across their face, and a sense of familiarity spread throughout their being.

The victim must succeed on a Constitution saving throw, or the victim is Charmed by you for a duration of 1 hour or until you or your companions do anything harmful to it. The Charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was Charmed by you.

When you reach 13th level in this class, the duration increase to 4 hours.

Dazing Poison

As energy is drained from their body, limps turn heavy, movements become sluggish and reactions go out of sync with their surroundings, slowing the victim to a halt.

The victim must succeed on a Constitution saving throw, or be affected by the poison for 1 minute. An affected target's speed is halved, and it has disadvantage on Dexterity saving throws. A creature affected by this poison makes another Constitution saving throw at the end of each of its turns. On a successful save, the effect ends.

When you reach 8th level in this class, the effected creature also takes a −2 penalty to AC, and it can't use reactions.

Deadly Poison

Like a fire causing through the veins, this poison is sure to send the receiver into a fit of pain.

When activated in the body, the target instantly take 1d6 Poison damage.

The poison damage increases by 1d6 when you reach 10th level (2d6), 15th level (3d6), and 20th level (4d6) in this class.

Lingering Poison

Slowly but steadily the poison spreads through the victims physique, lingering in the body for what may feel like eternity. The poison will rot the muscle tissue damaging the victim through the poising.

The victim must succeed on a Constitution saving throw, or be affected by the poison for 1 minute. An affected target is considered Poisoned, and suffers 1d4 Poison damage at the start of their turn. A creature affected by this poison makes another Constitution saving throw at the end of each of its turns. On a successful save, the effects ends.

The poison damage increases by 1d4 when you reach 10th level (2d4), 15th level (3d4), and 20th level (4d4) in this class.

Sleeping Poison

Aimed at suppressing the cognitive abilities of its victims, this poison quickly forces a deep sleep upon any not strong enough to resist the poison.

Roll 4d12; the total is how many hit points a creature may have left to be affected by this poison. A target affected by this poison falls unconscious for 1 hour, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Undead and creatures immune to being Charmed or Poisoned aren’t affected by this spell.

Roll an additional 2d12 when you reach 8th level (6d12), 13th level (8d12), and 18th level (10d12) in this class.

Stunning Poison

Like lightning spreading through the victims nervous system, wave after wave of involuntary spasms seize up their muscles stunning them, preventing all action and leaving them at the mercy of their attacker.

The victim must succeed on a Constitution saving throw, or be Stunned until the end of your next turn.

Superior Poisons

9th-level Poisoner feature

Through endless experiments you have horned you abilities with a Poisoner's Kit, increasing your proficiency to expertise level. Your proficiency bonus is doubled for any ability check you make that uses a Poisoner's Kit. Furthermore any poison or toxic mixtures you create, outside the class' features, is double either in potency or duration at your choice, without an increase in cost.

Resistance to Poison

13th-level Poisoner feature

You have resistance to poison damage, you have advantage on saving throws against being Poisoned

Aerosol Poison

17th-level Poisoner feature

When using the Poisonous Weapon Attack feature, you may chose to disperse the poison as an aerosol poison, effecting all creatures within 10 feet of the initial target.

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