Rogue
Base Class: Rogue

Your expertise has led you to study the field of medicine, granting you the ability to create potent remedies and toxins. 

“The evil in the world comes almost always from ignorance, and goodwill can cause as much damage as ill-will if it is not enlightened. People are more often good than bad, though in fact that is not the question. But they are more or less ignorant and this is what one calls vice or virtue, the most appalling vice being the ignorance that thinks it knows everything and which consequently authorizes itself to kill. The murderer's soul is blind, and there is no true goodness or fine love without the greatest possible degree of clear-sightedness.”
― Albert Camus, The Plague

Humoral insight

Your expertise has led you to study the field of medicine, granting you the ability to create potent remedies and toxins. To make these concoctions you use reactant points. You have an amount of reactant points equal to your level in the rogue class. You regain all of your reactant points after a long rest.

You can create potions at the end of a long rest or by spending 1 hour. A potion requires a type and effect. The type chart details the types available. A potion may only have one type. The effect chart details the effects available. A potion can have any number of effects. Potions lasts until next long rest (can't stockpile).

When you choose this archetype at 3rd level, you gain proficiency in the use of the Poisoner's kit and proficiency in the use of Alchemist's supplies.

In addition, you gain advantage on checks to identify poison and potions.

Potions table

Type chart

Cost

Min level

Ingested

0

3

Injury

2

3

Contact

3

9

Inhale

5

13

Injury

Can be applied to weapons. The poison lasts for 1 minute after being applied. The poison can be applied to one weapon or two if they have the light property. 5 pieces of ammunition can be coated in the poison. You can use your bonus action to coat your weapon(s).

Inhale

A gas that targets any creature within a 10 feet radius. This radius can be increased by spending reactant points. For every 2 reactant points spent this way, its radius is increased by 5 feet. Inhale only works with negative effects. Inhale cant be used for coating of weapons/arrows or bolts.

Effectiveness

Your poison save DC is 8 + your proficiency modifier. Creatures targeted by potions with negative effects make a constitution saving throw against your poison save DC. If they fail they are affected by all negative effects of the potion until the end of their duration, or an effect such as lesser restoration removes it. You can increase this save for a particular poison by spending reactant points. For each point spent this way, increase the save of the poison by +1.

Effect chart

Cost

Min level

Description

Duration

Extra effect

Damage

1

3

Deals 2d6 poison damage.

Instant

Adds 1d6 damage per extra point.

Healing

2

3

Heals the target 1d6 hit points.

Instant

Adds 1d6 hit points per extra point.

Sluggishness

2

3

The target's speed is reduced by 10 feet (to a minimum of 5 feet).

1 minute

Reduces the target's speed by an additional 5 feet per point.

Haste

2

3

The target's speed is increased by 5 feet (maximum of 60 feet).

1 minute

Increases the target's speed by an additional 5 feet per point.

Blindness

3

3

The target gains the blindness condition.

1 rounds

Adds 1 round to the duration per extra point

Darkvision

3

3

The target gains 60 feet of darkvision.

1 Hour

Adds 1 hour to the duration per extra point.

Vulnerability

2

9

Select a damage type (that isn’t bludgeoning, piercing or slashing). If the target is not resistant or immune to that damage type, it becomes vulnerable to the damage type. If the target is resistant to that damage type, the resistance is neutralized.

1 round

Adds 1 round to the duration per extra point.

Resistance

2

9

Select a damage type (that isn’t bludgeoning, piercing or slashing). The target becomes resistant to that damage type.

1 minute

Adds 1 minute to the duration per extra point.

Skill drain

5

9

Reduces saving throws, attack rolls and ability checks by 2.

1 hour

 

Skill gain

5

9

Increases saving throws, attack rolls and ability checks by 2.

1 hour

 

Paranoia

8

13

The creature becomes frightened of all creatures it sees and considers them hostile.

5 rounds

 

Courage

8

13

The creature is immune to being frightened and gains (5 + your proficiency modifier, temporary hit points) at the start of each of its turns. When the potions effect ends, the target loses any remaining temporary hit points from this potion.

5 rounds

 

 

Viper's Fang

At 9th level, you have advantage on all melee attacks against any creature that is under your poisons effect, In addition, creatures that are surprised by you have disadvantage on saving throws against poisons until the end of your turn.

Poison Master

At 13th level, you gain expertise in Poisoner's kit and Alchemist's supplies

Morning poison

At 17th level Your experience with poison makes you immune to the poisoned condition and you have resistance to poison damage.

Previous Versions

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Educated Swindler/Plague Doctor Image

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