Base Class: Rogue
Poisoners are often hired as professional assassins and alchemists. They draw ingredients and poisons from the nature and use them to devastate their enemies from the inside out.
Poisonous Teachings
At 3rd level you discover a talent for the dark and underhanded act of poisoning, you gain proficiency with Alchemist Supplies and Poisoner's kit tools. You also gain advantage on Nature checks to identify or harvest ingredients or poisons from herbs/plants or animals.
Poisonous Touch
Beginning at 5th level, using your Cunning Action you can apply a contact or injury poison to a weapon as a bonus action on your turn.
Signature Poisons
At the beginning of your 9th level you create your own new brand of poison to use against your foes, pick one of the poisons below too specialise in and a second one at the beginning of your 11th level and a third at the beginning of your 17th level. Each vial will take one hour to make with a DC of 14, it’ll also cost 100g for ingredients (price can be lowered by nature checks at the DM’s discretion).
All poisons listed are categorised as Injured/Ingested type poisons, each vial can used to either coat 1 weapon or 3 pieces of ammunition (arrows, crossbow bolts, darts, firearm ammunition) if the poison is applied to a weapon/ammunition and has not been able to be used within 1 minute the poison will be considered dried and will have to be reapplied for the effect to work.
Scorching Veins:
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14, if the target fails the target will take 1D8 of fire damage and on a success with take half. The target will have too repeat this until either the poison status is healed or until the duration of the poison has ended. The poison will last 1 minute.
Muscular Paralysation:
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14, if the target fails the the targets movement is cut into half and they can take no reactions and can only make a action or bonus action not both, this will last until the duration of the prison has ended or the poison status is healed. The poison will last 1 minute.
Hallucinogenic Sight:
On a hit/Ingested the target must make a constitution saving throw of 14, if the target fails the target will be considered poisoned and any action the target makes will be at disadvantage until the end of your next turn unless the poison status is healed. On a success the poison takes no effect.
Acid Reflux:
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14 on the start of each of its turns, if failed the target will throw up and take 1D4 of acid damage, on a success the keeps the vomit down and doesn’t take the poisons effects this round. The target will have too repeat this until either the poison status is healed or until the duration of the poison has ended. The poison will last 5 minutes.
Blurred Consciousness:
On a hit/Ingested the target must make a constitution saving throw of 14, if the target fails the targets vision is blurred and will not be able to see more then 10 feet ahead of them, they will also not be able to any speech for this time until the duration of the poison has ended or the poison status is healed. On a success the poison takes no effect. The poison will last 1 minute.
Acid Reflux
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14 on the start of each of its turns, if failed the target will throw up and take 1D4 of acid damage, on a success the keeps the vomit down and doesn’t take the poisons effects this round. The target will have too repeat this until either the poison status is healed or until the duration of the poison has ended. The poison will last 5 minutes.
Blurred Consciousness
On a hit/Ingested the target must make a constitution saving throw of 14, if the target fails the targets vision is blurred and will not be able to see more then 10 feet ahead of them, they will also not be able to any speech for this time until the duration of the poison has ended or the poison status is healed. On a success the poison takes no effect. The poison will last 1 minute.
Hallucinogenic Sight
On a hit/Ingested the target must make a constitution saving throw of 14, if the target fails the target will be considered poisoned and any action the target makes will be at disadvantage until the end of your next turn unless the poison status is healed. On a success the poison takes no effect.
Muscular Paralysation
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14, if the target fails the the targets movement is cut into half and they can take no reactions and can only make a action or bonus action not both, this will last until the duration of the prison has ended or the poison status is healed. The poison will last 1 minute.
Scorching Veins
On a hit/Ingested at the start of the targets turn the target will be considered poisoned and must roll a Constitution saving throw of 14, if the target fails the target will take 1D8 of fire damage and on a success with take half. The target will have too repeat this until either the poison status is healed or until the duration of the poison has ended. The poison will last 1 minute.
Venomous Blood
Starting at 13th level, you gain advantage on saving throws to resist poisons and resistance to poison damage. In addition, poisons you craft or harvest will use a DC save equal to you 8 + Proficiency + your Intelligence modifier for its saving throw DC unless it's own DC is higher.
This includes your Signature poisons that you have learned.
Master Poisoner
At the beginning of your 15th level you create a long lasting poison called ‘Necrotic Plague’ when coated to a weapon it’ll add 1D10 of Necrotic damage to that weapons damage die, the poisons effect will last 24 hours to that weapon in which after another coat of poison will be needed. Each vial will take two hours to make with a DC of 15, it’ll also cost 350g for ingredients (price can be lowered by nature checks at the DM’s discretion). This poisons type is categorised as Injured.
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