Base Class: Rogue
as a poisoner rogue, you will obtain a mechanic known as toxin die in order to craft a number of toxins that may be inflicted upon your enemies in a wide variety of ways. some of your toxins are simply and just poison your opponent and deal damage, others linger into your opponents mind and essentially blind them. whether it be by exposing yourself to poison constantly to gain immunity, or studying your opponents until the end of the earth. ultimately this class offers a decent subclass built round the poisoner feat in order to bring forward a new approach to poisonous and toxic substances in general.
Poison Crafter
you gain access to a pool of toxin dice. These toxin dice are treated as the ingredients to make your toxins. Your toxins are treated as non-magical and require expanding an amount of toxin dice equal to its cost and at least 1 hour of downtime to create.
In addition, your toxins are all injury poisons unless stated otherwise.
Toxin dice are represented by the following table
|
Rogue level |
number of toxin dice |
Type of Toxin dice |
|
1 |
0 |
N/A |
|
2 |
0 |
N/A |
|
3 |
2 |
D4 |
|
4 |
2 |
D4 |
|
5 |
3 |
D4 |
|
6 |
3 |
D4 |
|
7 |
4 |
D6 |
|
8 |
4 |
D6 |
|
9 |
5 |
D6 |
|
10 |
5 |
D6 |
|
11 |
6 |
D8 |
|
12 |
6 |
D8 |
|
13 |
7 |
D8 |
|
14 |
7 |
D8 |
|
15 |
8 |
D10 |
|
16 |
8 |
D10 |
|
17 |
9 |
D10 |
|
18 |
9 |
D10 |
|
19 |
10 |
D12 |
|
20 |
10 |
D12 |
When you make a damage roll, you ignore resistance to poison damage.
You can coat a weapon or 5 pieces of ammunition in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a a number of toxin die as stated for each toxin individually (which your toxin dice can be attained by buying 50 gp worth of materials per dice, or by spending a short rest looking for materials in the wild, however this requires a Wisdom (survival) check, on a 1-5 you gain no toxin die, and a 6-10 you gain 1 toxin die, on a 11-15 you gain 2 toxin die, on a 16-20 you gain 4 toxin die, and on any number above 20 you simply gain all your toxin die back, you cannot go looking for materials more than once per day, all your toxin die also reset on a long rest), when you sit down for a hour to create a toxin, you can choose to create a number of toxins equal to or less than your proficiency bonus, however you still have to expend toxin die in order to make these, (such as if i am spending a hour making 2 “debilitating” toxins, it will still cost me 4 toxin die but no additional hours of work). Once a toxin is applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition a number of times equal to your proficiency bonus. You cannot have more than one toxin applied to a weapon at any given time.
infectious strike
your understanding of creatures' bodies and exactly how your toxins affect them have caused you to know exactly where to hit to inflict the most pain. You can now apply sneak attacks to anything affected by your poisons.
Toxic exposure
your constant exposure and understanding of your own toxins has begun to limit what substances of a poisonous nature can do to your body. You are now immune to the “Poisoned” condition, and all poison and psychic damage you receive is halved.
Perfect Application
You have mastered the art of applying poisons to your weapons. You can now apply up to 2 toxins at the same time to a weapon now instead of just 1.
In addition, once you’ve applied your toxins to a weapon that you're proficient in, that toxin is so potent that it remains with the weapon even after it's dried and the toxin won't wear off until you remove it. When a creature is hit with a 2 toxin weapon, the effects are treated as happening at the same time.
When making your toxins they do not have to be just injury anymore, you can now make your toxins in the form of ingested, inhaled, or contact poisons as well.
Finally, you have advantage on checks to apply poisons elsewhere, such as in food with ingested toxins for example.
Deteriorating poisons
At 17th level, your constant exposure to the creatures of the world has lead you to realize most things of a higher caliber are not affected by your brews, thus you have spent so much time analyzing creatures that are immune to your toxins that you have perfected the crafting of your toxins to defy creatures that would have laughed in your face when presented with your creations. Any creature that has immunity to psychic or poison damage when you attack it is treated as having resistance, any creature that has resistance to psychic damage is treated as not having so.
LIST OF TOXINS
The amount of damage your toxin’s deal is equal to the amount of toxin dice associated with them.
In addition, your toxin’s can stack with each other but again you cannot have more than 1 toxin applied to 1 weapon.
In addition, creatures that are immune to poison damage are immune to these effects at all, unless otherwise stated by another ability.
Lastly, each of these concoctions are unstable and after 1 day has passed, they go inert returning to the base toxin solution mixture that works as a baseline for creating any toxin.
MASTERCRAFTED TOXINS
In order to create a master crafted toxin you must spend 50gp worth of materials and a short rest and expended the appropriate amount of toxin die associated with it. For master crafted toxins, their abilities cannot stack, whether it be with themselves or others, a creature can only be affected by 1 master crafted poison at a time. A creature affected by a master crafted toxin repeats the saving throw at the beginning of each of its turns until accumulating either 3 successes or 3 failures. If 3 successes happen the creature is immune to the master crafted toxin for 1 day. However, it can still take the poison damage as per usual. If 3 failures occur however, the effect becomes permanent, and each master crafted toxin has a correlating effect for what happens if the effect becomes permanent.
|
NAME OF TOXIN |
NUMBER OF TOXIN DIE REQUIRED TO MAKE |
DESCRIPTION: for each of these toxins, they will have to make a saving throw with a DC of (8 +your proficiency bonus + your wisdom modifier) the targets take half damage on a successful save. On a failed save they take full toxin dice damage and the associated effect as stated below. |
|
Agony |
2 |
Target makes a constitution save. On a failure, every part of their body begins to feel painful, and hits that normally would not hurt now do. The target has a -2 penalty to AC until the end of your next turn. |
|
Antidote |
Equal to the associated poison |
When making this poison you must choose one of your other toxins to base your antidote off, that toxins toxin dice is how many toxin dice you need to expend to make the antidote. When you are subjected to a poison, you can use your reaction and expend one antidote to have a bonus on your saving throw against the poison by the number you roll on the toxin dice used to make the antidote, and reduce the poison damage by the same amount. Your antidote also fully neutralizes the effects of 1 toxin that you base it off and can be given to another creature for them to imbibe. |
|
Clumsiness |
3 |
On a failed constitution saving throw the target drops all objects it is currently holding and if it picks up an object, it must make a Dexterity saving throw equal to your Toxin Save or immediately drop the object again. This effect ends at the end of your next turn |
|
Debilitating |
4 |
The target must make a constitution saving throw. On a failed save, the target has the poisoned condition until the end of your next turn. |
|
Delirium |
1 |
The target must make a wisdom save. On a failure it loses all sense of friend or foe and quickly lashes out at someone. It must use its reaction to hit the creature closest to it with an attack that has enough range to do so. This effect immediately ends afterwards. In addition, this toxin affects the mental state of the target so deeply that the damage is psychic and not poison, but it is still treated as a poison, and creatures immune to poison damage still are unaffected. |
|
Dim-mind |
3 |
the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all Intelligence, Wisdom, and Charisma saving throws it makes until the end of your next turn as its mind becomes clouded in uncertainty. In addition, this toxin affects the mental state of the target so deeply that the damage is psychic and not poison, but it is still treated as a poison, and creatures immune to poison damage still are unaffected. |
|
Feebleness |
3 |
the target must make a constitution saving throw. On a failed save, the target has disadvantage on all Strength, Dexterity, and Constitution saving throws it makes until the end of your next turn as the strength of their physical form begins to become weakened. |
|
Fog-sight |
2 |
the target must make a constitution saving throw. On a failed save, the target cannot see beyond 10 feet until the end of your next turn. As their visions blurs into near sight. |
|
Lead-foot |
2 |
the target must make a constitution saving throw. On a failed save, the target’s speed is reduced by half until the end of your next turn as their feet begin to not fully connect to their brain causing extra effort to move them. |
|
Muffle-mouth |
2 |
the target must make a constitution saving throw. On a failed save, the target is unable to speak as the muscles that allow them to speak begin to tighten until the end of your next turn (which may prevent them from casting spells with a verbal component or using breath weapons). |
|
Lingering |
1 |
the target must make a constitution saving throw. On a failed save, the target takes damage from your poison dice again at the start of its next turn and is poisoned, having to repeat the saving throw each time until successful. |
|
Sluggishness |
2 |
the target must make a constitution saving throw. On a failed save, the target cannot make reactions until the end of your next turn as their reflexes are significantly slowed. |
|
Truth |
2 |
the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all Charisma (Deception) checks it makes for the next 10 minutes. You can concoct this toxin in such a way that it does or does not do damage, the option is up to you. If you make a damage dealing version of it then this toxin affects the mental state of the target so deeply that the damage is psychic and not poison, but it is still treated as a poison, and creatures immune to poison damage still are unaffected. |
|
Vertigo |
3 |
the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks and must make a DC 10 Dexterity (Acrobatics) check if it attempts to move more than 10 feet or fall prone, as the world around it begins to spin and glow colors it should not until the end of your next turn. In addition, this toxin affects the mental state of the target so deeply that the damage is psychic and not poison, but it is still treated as a poison, and creatures immune to poison damage still are unaffected. |
|
Caliciform (Master Toxin) |
6 |
the target must make a constitution saving throw. On a failed save, the target becomes restrained. If the effect becomes permanent, the creature becomes petrified instead. |
|
Eternal Slumber (Master Toxin) |
7 |
the target must make a Wisdom saving throw. On a failed save, the target becomes unconscious. This effect ends if the creature takes damage, or someone uses an action to shake or slap the creature awake. If the effect becomes permanent, no mundane nor magical effect can wake the creature except for the poisoner's antidote. In addition, this toxin affects the mental state of the target so deeply that the damage is psychic and not poison, but it is still treated as a poison, and creatures immune to poison damage still are unaffected. |
|
Paranoia (master Toxin) |
6 |
the target must make a Charisma saving throw. On a failed save, the target becomes frightened of the first creature it sees. If the effect becomes permanent, the creature becomes frightened of all creatures it sees. This toxin deals no damage. |
|
Soul (Master Toxin) |
8 |
the target must make a Wisdom saving throw. On a failed save, the target becomes unable to regain hit points. If the target dies while this effect is active, its soul is eroded to nothingness and cannot be restored by any means short of a miracle. |
|
Subordination (Master Toxin) |
6 |
the target must make a Charisma saving throw. On a failed save, the target becomes charmed by the first creature that speaks kindly to it in a language it understands. |
|
Noxious needle |
1 |
The target must make a constitution saving throw. On a failed save the target cannot regain hit points until the beginning of your next turn as the noxious toxins prevent any form of regeneration. |
|
Amity |
3 |
The target must make a wisdom saving throw, on a failed save it becomes charmed by you or by a creature whose hair was used to create the toxin. This toxin deals no damage. The creature is charmed for 1 hour after failing the saving throw, or until the creature or its allies do something harmful to it. |
|
Exalted spike |
2 |
The target must make a constitution saving throw or fail it willingly. On a failed save, if the creature would be reduced to 0 hit points it does not have to make death saves and instead is stabilized. You can choose whether you create this toxin to deal damage or not. |
|
Frenzy |
4 |
The target must make a wisdom save. On a failed save the target gains Temp HP equal to the toxin dice, and on its turn will immediately begin attacking whatever is closest to it, as well as temporarily gaining resistance to bludgeoning piercing and slashing, and having advantage on strength-based weapon attacks as a shot of adrenaline courses through the creature’s body. On a successful save the target simply gains half of the temp hp from the toxin die. This toxin deals no damage. |
|
amnesia |
5 |
The target must make a wisdom saving throw. On a failed save the target will automatically forget everything that has happened during the toxin’s duration. The duration is 10 minutes. This toxin deals no damage. |
|
Contagion |
4 |
The target must make a constitution saving throw. On a failed save, if the target dies before the end of your next turn or from this poison, then its body explodes in a poisonous burst, each creature within 10 feet must make a constitution saving throw as if the contagion potion were being administered to them as well. |
|
Slayer |
4 |
When creating this toxin, you must choose a creature type and present a piece of DNA from a creature of that creature type. When a target takes damage from this toxin, if it is the associated creature type all dice are doubled to 16 rather than 8. The target affected by this poison must make a CON save to take half damage. |
Toxic Blood
At 17th level, your time with poison has changed your biology, and your wounds and injuries give off noxious fumes and toxic blood. when a creature hits you with a melee attack, you can use your reaction to expose them to your toxic innerworkings. The target must succeed on a CON save equal to your Toxin save DC or become poisoned until the end of its turn, and if the target is immune to poison you can spray your acidic blood over the targets armor and weapon, giving them a -1 to AC and -1 to the damage their weapon wields if these penalties go to -5 the weapon or armor is destroyed. You are resistant to all damage that attack does
Classic Poison List
You know how to create classic poisons that after many stages of trial and error have been extracted from creatures of the world. In order to create these poisons you must spend a hour of downtime and expend a number of toxin die equal to the cost, make an intelligence (poisoner's kit) check, and use the ingredient associated with each individual poison. The DC for these poisons is your toxin DC (the ingredient is at DM’s discretion, the ingredient I've listed are from my homebrewed world)
|
Poison Name |
Toxin Die cost. |
DC to create, and special ingredient required |
|
Assassins blood |
1 |
DC 5. Special ingredient is a Arachas Venom sack (45gp) |
|
Burnt Othur Fumes |
3 |
DC 17. Special ingredient: Wooden bones of a leshen (66gp) |
|
Carrion Crawler Mucus |
1 |
DC 7. Ingredient: Susurkan Stingers (50 GP) |
|
Drow Poison |
2 |
DC 7. Ingredient: Arenaria (5gp) |
|
Essence of Ether |
3 |
DC 10. Ingredient: 1 Foglet Essence (125 GP) |
|
Malice |
3 |
DC 8. Ingredient: Water elemental Essence (149 GP) |
|
Midnight Tears |
9 |
DC 30. Ingredient: (kikimore Queen Nerve. No price as of now) |
|
Oil of Taggit |
4 |
DC 13. Ingredient: Fiends eye (75GP) |
|
Pale Tincture |
3 |
DC 8. Ingredient: Archespore Juice (120GP) |
|
Purple Worm Poison |
10 |
DC 30. Ingredient: Greater Gargoyle heart (251 GP) |
|
Serpent Venom |
3 |
DC 7. Ingredient: Giant Centipede Discharge (100 GP) |
|
Torpor |
4 |
DC 20. Ingredient: Royal Grung Saliva (200 GP) |
|
Truth Serum |
1 |
DC 5. Ingredient Satyr Saliva (50GP) |
|
Wyvern Poison |
7 |
DC 30. Ingredient: Manticore Stinger (225 GP) |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/10/2022 3:47:13 PM
|
7
|
1
|
--
|
Coming Soon
|
Comments