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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Coming Soon
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