Rogue
Base Class: Rogue

Your knowledge of herbs and their damaging properties is second to none. This let's you craft and use poisions and harmful potions to the maximum of their effect. If you want someone harmed you will get them to being harmed. It's up to you if you prefer to poison a nobles drink at a dinnerparty, weaken a group of goblins by drenching them in acid or hunt down your prey while the venom eats it from the inside.

Skills and Crafts

Starting at 3rd level, brewing harmful concauctions out of herbs, minerals and other chemicals is your speciality. You gain proficiency in the Nature Skill to help you find the ingredients you need in the wild or extract natural occuring poisons and acids. You can spend up to 8 h a day to search for ingredients, herbs for poison. Roll a Nature check once for the whole time spent searching to determine a die which you roll per hour giving you an amount of gp worth of ingredients. You can use travel time to forage for ingredients but you will only get 1/4 of the amount.

Nature Check

0 - 5

6 - 10

11 - 15

16 - 20

21 - 25

25 +

dice per hour

1d2

1d4

1d6

1d8

1d10

1d12

 

You also gain proficiency with the poisoner's kit which you can use to create those poisons yourself. Use 1d20 + your Intelligence Modifier + proficiency bonus for trying to create a new recipe to see if you are successful. When following a recipie you already know you don't need to roll for success. You can try recreating existing poisons or try something new, get creative but talk to your DM. Try tying the effects of your concoctions to a rarity and thus a price. An examplary table of prices, DCs and crafting time will be given underneath.

Rarity

First time cost cost

First time duration

First time DC

Reproducing cost

Reproducing time

Common

25 gp

2 h

5

12 gp

1 h

Uncommon

125 gp

8 h

10

62 gp

4 h

Rare

500 gp

24 h

15

250 gp

12 h

Epic

2500 gp

96 h

20

1250 gp

48 h

Legendary

10 000 gp

168 h

25

5000 gp

84 h

 

You know everything about the poisons you mixed yourself, enabling you to ignore resistances to those damage types. The DC for a save against your brews is 8 + Proficiency Bonus + Intelligence Modifier. Some poisons state a specific DC for their effects, but due to your training you can always choose the higher DC. Landing a critical hit with a poisoned weapon does not increase the poison damage.

Deadly Concoctions

At 9th level, you know what hurts your enemies, there is no such thing as immunity to you and your poisons. Creatures with immunity to the poisoned condition can get poisoned by you, but have advantage on their saving throw. If they are immune to poison damage the damage you deal only gets halved.

If you deal damage with a poisoned weapon, piece of ammunition or a throwing poison the damage counts as magical. Thus attacking with a poisoned arrow will deal magical piercing damage and poison damage.

Mixology Specialization

At 13th level, you can choose between 3 different specializations to improve your toolkit.

Additionally you can now apply or use your concoctions as a cunning action.

Alchemist

To expand your toolkit you have read up on other harmful effects as well to use things like acid or harmful potions. The rules for searching ingredients and crafing them are the same as for poisons. All rules and features this subclass gives you about poisons now also count for acid. You also gain proficiency in Achlemist Supplies, which are used to create acids and harmful potions.

Brewmaster

You are confident enough in your harmful abilities. Instead of doubling down on those, you chose to be helpful instead. You can now craft helpful potions following the same rules as poisons. You also gain proficiency with the Herbalism Kit, which you need to create those helping potions.

Venom Expert

Double down on your poisoners ability. Learn to circumvent immunities completely and start protecting yourself from others trying to poison you. Also you can cut the cost and time spent crafting poisons in half.

Critical Weakness

At 17th level, you came to know your concoctions inside out and have the perfect substance for every enemy. When you land a critical attack against an enemy you can now double the damage die of your concoctions too. When a creature has to make a saving throw against your concoction and fails by 5 or more you double the damage dice.

Deep Dive

At 17th level, you gain additional benefits of your specialization.

Corrosive Habit

It is only a matter of time until you accidentally drop a bit of poison or acid on yourself if you work with them every day. Due to your repeated exposure you gain resistance against poison and acid damage and advantage against being poisoned.

Exposure Therapy

Your knowledge and exposure to poisons made you immune to being poisoned and suffering direct poison damage.

Helping Hand

Your knowlede of herbs and substances grows every day. Working with potions and poisons for years you have learned to keep them apart and tret them if something goes wrong. Thus you are harder to poison and and take less damage. Your experience makes you resourceful and efficient when brewing so you can halve the time and cost required to brew poisons and helpful potions.

Previous Versions

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2/25/2022 1:10:23 PM
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