Rogue
Base Class: Rogue

Poison drinkers are rogues who have truly understood that what doesn't kill you makes you stronger. As such, they regularly consume a variety poisons to enhance themselves.

This practice forces the body to adapt or succumb. This has advantages, such as making the rogue's body much more resilient, but it also has a cost. Poison drinkers usually look frail and sickly, progressively losing weight as well as their hair. Their looks are deceptive however, as long as they have poison to consume, poison drinkers are tough and deadly opponents. They often work as assassins, a role in which their unassuming looks can be a help.

As they advance, poison drinkers rely more and more on being poisoned to defeat their enemies.

 

Poison expertise

When you choose this archetype at 3rd level, you get accustomed with all sorts of poisons, and the process of making them. You gain proficiency with the poisoner’s kit, and you may use your expertise class feature to double your proficiency bonus. 

You also know poisons inside and out, especially with your senses. You have advantage on perception and investigation rolls to detect poison by smell, taste or looks. In fact, you can now smell poison up to 40 feet away. This can be used to detect poisoned enemies.

Noxious habit

Starting at 3rd level, your consumption of toxins has made your body resistant to many ills. You have advantage on constitution saving throws, are resistant to poison damage, and no longer have disadvantage to attack rolls and ability checks while poisoned.

Under the influence

Starting at 9th level, poison energizes you, making your reflexes sharper and your movements more precise. Whenever you are poisoned or take poison damage, you have +2 AC for 1 minute.

Venomous Bite

At 9th level, you can quickly bite your target, putting their blood in contact with your putrid saliva. As a bonus action, you make a melee attack to which you add your dexterity and proficiency modifiers, dealing 2d6 piercing damage on a hit. If hit, the target takes an additional 3d6 poison damage, and is poisoned. If he succeeds a DC 15 constitution saving throw, he takes half damage and isn't poisoned. Venomous bite can trigger the sneak attack feature. You can use this three times, after which you need to complete a short or long rest to do it again.

Toxic breath

At 13th level, you can use your action to exhale toxic fumes from your guts in a 15 ft. cone. Each creature in the area of the exhalation must make a constitution saving throw, the DC of which equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 8d8 damage on a failed save, and half as much damage on a successful one. After you use your toxic breath, you can’t use it again until you complete a short or long rest.

Intoxicated rush

Starting at 17th level, the toxins rushing through your blood feel amazing and fill you with energy. The first time you are poisoned or take poison damage after a short or long rest, you gain 30  temporary HP and 20 walking speed for 1 minute. Your first sneak attack during this time deals 4d6 more damage.

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