Base Class: Rogue
Vipers use a variety of poisons to irritate, incapacitate, and eliminate enemies
Phamaceutical Knowledge
At 3rd level, you gain proficiency with a the herbalism kit and the poisoner's kit. You also gain advantage on ability checks to identify or harvest ingredients for potions or poisons.
Additionally, you can use the bonus action granted by your Cunning Action to use a potion, administer a potion to a creature, or apply poison to a weapon.
Toxic Formulas
When you choose this archetype at 3rd level, you learn the compounds for a number of unique poisons. You learn two concoctions of your choice, which are detailed under “Concoctions” below.
Whenever you finish a long rest, you can use a poisoner’s kit to create a concoction in an empty flask.
Concoctions come in the following three types:
- Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.
- Inhaled: These are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects Creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
- Injury: These can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the concoction is exposed to its effects.
You can use your action to create a concoction in an empty flask you touch, and you choose the concoction's effect from your known formulas. Creating a concoction requires you to have poisoner's kit on your person, and any concoction you create with this feature lasts until it is used or until the end of your next long rest. You can use this feature to create a concoction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
You learn additional concoction of your choice at 9th, 13th, and 17th level. Each time you learn new concoctions, you can also replace one concoction you know with a different one.
Potent Practitioner
At 9th level, you gain proficiency with brewer's supplies and cooks utensils. Your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Versatile Concoctions
By level 13, your ability to create poisons and concoctions is unparalleled. Whenever you craft a poison and concoction you can choose whether it's effect is applied through ingestion, inhalation or injury.
Additionally, poisons you craft ignore resistance to poison.
Mastery Chemist
At 17th level, you have so much experience with poisons that you gain the following benefits:
- You immune to poison
- Whenever a creature fails a saving throw against a poison made by you it takes poison damage equal to half the number of Sneak Attack dice for your level (round up).
Concoctions
The Toxic Formulas feature lets you choose options for it at certain levels. The options are presented here in alphabetical order.
Your Concoction save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Assassin's Breath (Ingested)
Prequisite: 17th Level
A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. While a creature is poisoned in this way, it has disadvantage on saving throws against poison, and has vulnerability to poison damage
Blood Moon (Ingested)
Prequisite: 13th Level
A creature subjected to this poison must succeed on a Strength saving throw become poisoned until it finishes a short or long rest. While a creature is poisoned in this way, it can only regain hit points through a short or long rest, rather than by regeneration, magic, or any other means.
Construct's Curse (Inhaled)
Prequisite: 9th Level
A creature subjected to this poison must succeed on a Strength saving throw or be poisoned for 1 minute. While a creature is poisoned in this way, on its turn, it can use either an action or a bonus action, not both and it can't use reactions. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Coral's Kiss (Injury)
Prequisite: 13th Level
A creature subjected to this poison must succeed on a Intelligence saving throw or be poisoned for 1 minute. The poisoned creature is frightened of all creatures it can see, as it experiences violent hallucinations, regarding all other creatures as horrific monsters. At the end of each of its turns, if the poisoned creature cannot see any other creatures the effect ends.
Dancing Croup (Inhaled)
Prequisite: 17th Level
A creature subjected to this poison must succeed on a Dexterity saving throw become poisoned for 1 minute. While a creature is poisoned in this way, it must repeat the saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. If it succeeds, the effect ends.
Gloine's Gaze (Injury)
Prequisite: 17th Level
A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Howler's Grasp (Ingested)
Prerequisite: 9th Level
A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. While a creature is poisoned in this way, its speed is halved.
Mephit's Malice (Inhaled)
A creature subjected to this poison must succeed on a Dexterity saving throw or or be poisoned for 1 minute. While a creature is poisoned in this way, it is blinded. A creature can use its action to make a Dexterity (Sleight of Hand) check vs your concoction DC, ending the poisons effect on itself or another creature within its reach on a success.
Peryton's Shadow (Inhaled)
Prequisite: 13th Level
A creature subjected to this poison must succeed on a Charisma saving throw or be poisoned for 1 minute. Whenever a creature poisoned in this way makes an attack roll or a ability check, it must roll a d6 and subtract the number rolled from the attack roll or ability check.
Snake Bite (Injury)
A creature subjected to this poison must succeed on a Constitution saving throw or take poison damage equal to half the number of Sneak Attack dice for your level (round up).
Sphinx Blood (Ingested)
A creature subjected to this poison must succeed on a Charisma saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
Thrall's Fang (Injury)
Prerequisite: 9th Level
A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 minute. At the start of each of the poisoned creature's turns, it takes 1d6 poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken, and it can then make a Constitution saving throw, ending the effect of the poison on a success.