Rogue
Base Class: Rogue

A toxic rogue is to be feared as you most likely don't know when they are going to strike it could be your last day and not know it. They can sow seeds of paranoia and mistrust without even being in the room. Many have been part in common deaths as well as political. They can be the person sitting next you at the tavern or the new hireling at your place of business their tools are discretion. they are excellent tacticians always wanting to have a strategy for every situation or use their mastery of on the fly thinking to get the job done

Tools of Deceit

Starting at 3rd level you have proficiency with poisoner's kit and alchemists supplies as well as you now know the Poison Spray cantrip

Poisoner's Assault

Starting at 3rd level whenever you take the Attack action you can use your sneak attack on any creature that is considered Poisoned additionally any creature that has immunity to the Poisoned condition or damage immunity it loses those immunities against poisons you craft.

Additionally you have advantage on Intelligence Nature or Wisdom Survival checks made to find poisonous material's

Intellect of the Serpent

Beginning at 3rd level you have advantage on any checks made with a poisoners kit to craft new poisons and they are half the cost. Additionally anytime you do poison damage excluding the poisons you craft to a creature and it has immunity to the Poisoned condition loses it's immunity and if a creature has poison damage immunity treat it as if it has resistance instead.

Cloud of Toxicity

Starting at 9th level, As an action you can release a 30-foot radius toxic cloud centered on yourself lasting 1 minute. Any creature other than yourself that enters or starts its turn here must make a Constitution saving throw DC is 8+Profiency+Intelligence Modifier on a failed save they take 3d10 poison damage and are Poisoned' on a successful save they take half that and are not poisoned. Creatures other than yourself inside the cloud are Blinded as long as they remain inside it. you can do this a number of times equal to your proficiency and regain all expended uses after you take a long rest

Serpent's Glare

Beginning at 13th level, you are immune to poison and have the ability to exact a green ray of light flash from your hand. Each creature in a 60-foot cone must make a Dexterity saving throw DC 8+proficiency+Intelligence Modifier The target takes 10d6 poison damage and is Poisoned on a failed save, or half as much damage on a successful one you can do this a number times equal to you half your proficiency rounded down

Serpent's Strike

At 17th level, whenever you hit with your sneak attack add 5d6 poison damage to the roll

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