Rogue
Base Class: Rogue

You’ve studied the properties of many substances and ingredients. With this knowledge, you are able to craft the most lethal poisons. Your laboratory is infested with the stench of chemical solutions and toxic fumes. 

Whether for your personal use, for money or for your desire to express yourself through this art, you have your own reason for doing what you do. 

Bonus Proficiency

When you choose this subclass at level 3, you acquire the knowledge of how to make toxic substances and their effect on the body. You gain proficiency with the poisoner’s kit. Also, you add your proficiency bonus for any Nature or Medicine check related to poison. If you already have proficiency in those skill, double your proficiency bonus.

Poison Coating

At 3rd level, your weapons have been contaminated with the poisonous chemicals you work with. They have a thick coat of venom that can deal a lot of pain when striking a creature at the right place.

You can decide to make your Sneak Attack damage deal poison damage instead of the regular type of damage. You can use this feature a number of time equal to your Intelligence modifier between each short or long rest. This effect can only used once per turn.

Toxic Blood

Starting at level 9, your time in your laboratory crafting poison has made you more tolerant of their effects. Your body has adapted to their effects and developped a better immune system.

You have resistance to poison damage and advantage on saving throws to resist being poisonned. At level 17, your body is now completly unaffected by poison. You become immune to poison damage and the poisonned condition.

Enhanced Potency

At level 13, you have duscivered ways to increase the lethality of the recipes for your poisons. They become much more aggressive for those you target. Creatures hit by a poison you crafted have disadvantage on the saving throw to resist the effects.

Master Chemist

At level 17, you are able to deliver poison in whatever form fits your needs. The method of application of the poison is no longer restrained by the type of poison. For example, a dose of wyvern blood must normally be coated on a weapon and cause an injury to take effect. You can make it so the poison can be an ingested, inhaled or a contact poison. You can also decide to weaponize the poison in one of two ways: 

- Spray: You can spend an hour and 50 gp per vial off poison to make it so the poison affects every creature in a 15-feet cone.

- Toxic Bomb: You can spend an hour and 100 gp per vial of poison to make it so the poison becomes a thrown weapon with a range of 30 feet that explodes upon impact and affects every creature within a 20 feet radius of a point you can see within range.

Previous Versions

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