Rogue
Base Class: Rogue

Icefrog saboteurs are a special task force, living in the freezelands, they consist of members of the Snow Goblin tribe who specialize on extracting lethal poison from large ice bull frogs, using their long blowguns and they are sent to infiltrate and assassinate specific targets while remain unseen

Blowgun Expertise

Starting at 3rd level, you gain proficiency with blowguns their damage die becomes 1d6.

Cold Strikes

At 3rd level, your blowgun attacks become infused with corrosive cold. Whenever you hit a creature with a blowgun attack, you can choose to deal cold or acid damage instead of the regular piercing damage. The Cold or Acid damage is equal to 1d6 + your Dexterity modifier. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or take an additional 1d4 cold or acid damage at the start of its turn. The save is repeated at the end of each of its turns for 1 minute, ending the effect on a success. Additionally, the creature takes a -5 penalty to its speed until the end of its next turn.

Lethal Arsenal

At 9th level, you have expanded your knowledge of cold substances. You gain the ability to apply additional effects to your blowgun attacks. Whenever you hit a creature with an cold blowgun attack, you can choose one of the following additional effects:

Paralyzing Venom: The target must succeed on a Constitution saving throw or be paralyzed until the end of its next turn.

Lingering Cold: The cold or acid damage dealt at the start of the target's turn increases to 2d4, and the penalty to the target's speed lasts for 1 minute.

Corrosive injection: If the target fails its Constitution saving throw, it takes additional cold or acid damage equal to your Sneak Attack damage (if applicable) at the start of each of its turns.

Keen Escape

Starting at 13th level, you gain the ability to use toxic substances to your advantage when cornered. As a reaction when an enemy hits you with a melee attack, you can use your blowgun to deliver a toxic counterstrike. Make a blowgun attack against the attacker. On a hit, the target takes cold or acid (your choice) damage equal to your Sneak Attack damage and must make a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poison effect on a success.

Master of Deadly Cold

At 17th level, your mastery over cold substances reaches its peak. The cold or acid damage of your blowgun attacks increases to 2d6 + your Dexterity modifier. Additionally, whenever a creature fails its Constitution saving throw against your Lethal Arsenal effects, it takes double the additional damage.

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