Base Class: Rogue
Any Rogue may learn to use poisons, but few delve into the depths of true mastery. A secretive sect of those with Rogue training who have delved deep into the mysteries of the body, alchemy, and toxins have recently made themselves known. Slaying powerful beasts by barely scratching their skin, and assassinating even the most well guarded, the reputation of the Affliction Specialists grows daily.
Bearer of Affliction
At 3rd level the Affliction specialist has become capable of making basic modifications to their melee weapon to improve the ease of poison delivery. The weapons that the Affliction Specialists bear are modified to hold canisters of their specialized toxins, and may release the toxins at will with a trigger device customized to them, such as a button or switch. On a melee hit the Affliction specialist may choose to administer 1 dose of affliction toxin. Each creature may only be affected by 1 toxin at a time. Only 1 dose may be administered per weapon strike. The DC for all toxins is a (8+prof+Int) Constitution save. The afflicted creature may make this save when first poisoned and at the end of each of its’ turns. The toxin remains until the save is passed. The affliction specialist knows 2 affliction toxins from the list below and is able to apply up to 3 per long rest. After 3 toxins have been used the Affliction Specialist must brew more using his Poisoner’s kit and 10 silvers worth of materials per toxin.
Affliction Toxins
At level 3 the Affliction Specialist has access to the following toxins:
Blinding Toxin
This toxin affects the eyes of the afflicted. Creatures afflicted are blind while the toxin is in effect. Virulent Affliction-Each turn the afflicted remains poisoned with this toxin it loses another sense in the order of: Hearing, Smell, Taste, and Touch
Burning Toxin
This toxin directly damages the veins and internal organs of the afflicted resulting in a severe burning sensation. Creatures afflicted take 1d4 damage at the start of each turn afflicted. Virulent Affliction-Each turn the afflicted remains poisoned with this toxin the damage increases in the order of: 1d4, 2d6, 3d8, 4d10, 5d12.
Disarming Toxin
This toxin directly affects the nerves in the creatures arms. A creature afflicted by this toxin has disadvantage on any action that requires the use of their arms or hands, including attacking. Virulent Affliction-Each turn the afflicted remains poisoned with this toxin the effect spreads in the order of: The creature becomes unable to move their arms at all, The creature is unable to move their legs, The creature is unable to move their neck, The creature is Stunned.
Healing Toxin
This Toxin is a rare beneficial Toxin that stimulates recovery in the afflicted. A creature afflicted by this toxin may willingly fail the save. The afflicted recovers 1d6 hp at the start of each turn afflicted. Virulent Affliction-Each turn the afflicted remains poisoned with this toxin the effect becomes more potent in the order of: 1d4, 1d6, 1d8, 1d10, 1d12
Silencing Toxin
This Toxin directly affects the throat of the afflicted removing the ability to speak. Creatures afflicted this way are unable to cast spells with Verbal components. Virulent Affliction- Each turn the afflicted remains poisoned with this ability the effect spreads in the order of: The afflicted loses the manual dexterity to perform hand gestures, The afflicted loses the ability to manipulate components, The afflicted loses the ability to access any form of magic even pre-prepared.
Slowing Toxin
This toxin affects the nervous system of the afflicted, directly impacting reaction times. The creature experiences an AC reduction of 1, loses 10 feet of movement speed, and has disadvantage on Dex saves. Virulent Affliction- Each turn the afflicted remains poisoned with this toxin the effect becomes more pronounced. The creature loses 1 AC per turn up to a maximum of 5 lost, and loses 10 feet of movement per turn. Once movement reaches 0 the creature falls prone
Stable Afflictions
At 9th level the Affliction specialist has improved the efficacy and stability of their toxins. 2 toxins may now be applied at the same time to a creature. When affected by multiple toxins a save must be made for each toxin. Only 1 toxin may be applied per weapon strike. Additionally the Affliction specialist learns an additional toxin and is able to apply up to 4 affliction toxins per long rest
Arcane Afflictions
At 13th level the Affliction specialist has learned to weave a weak form of magic into all of their poisons. Creatures with no poison resistance make Saving throws against the Affliction specialist’s toxins at disadvantage. Creatures resistant to poison are affected as if they have no resistance. Creatures immune to poison make all saves with advantage rather than being unaffected. This applies to all poisons crafted by the affliction specialist, not just affliction toxins. Additionally the Affliction specialist may apply up to 3 toxins to a single creature at a time, with only 1 applied per weapon strike. The Affliction specialist learns 1 additional toxin and is able to apply up to 5 affliction toxins per long rest.
Virulent Affliction
At 17th level the toxins of the affliction specialist now spread more rapidly throughout the body of the poisoned creature. Each turn that the afflicted creature does not make the Constitution save to overcome the toxin, the toxin increases in potency. The affliction Specialist learns 1 additional Affliction toxin, and is able to apply up to 6 affliction toxins per long rest.
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