Rogue
Base Class: Rogue

The Arcane poisoner is no fool. Blessed with a mind for magic, they use their sharp wit and their knowledge to push and pull at the threads of the arcane. Carrying out assassinations for corrupt politicians above them, their studies of the body have allowed these highly trained killers to become ruthless adversaries to all those who speak out against their benefactors. Usually blessed with a silver tongue and winning charm, these high society killers are never to be trusted.  

Acrid Body

Starting at 3rd level, whenever you are to make a saving throw to avoid being poisoned you make the saving throw with advantage. (This ability does not effect the saving throw on a 3rd level of exhaustion, meaning if you are at a 3rd level of exhaustion you will still make the throw with disadvantage).

Additionally, you are resistant to poison damage.

Poisoner Prodigy

At 3rd level you gain proficiency with the poisoner's kit.

Spellcasting

Starting at 3rd level, you awaken your innate magical knowledge and incorporate it into your craft.

The spell casting ability known to you is Intelligence. You know a total of 5 predetermined spells:

-Infestation

-Poison Spray

-Sapping Sting

-Ray of Sickness

-Dragon's Breath (Poison damage only)

The arcane poisoner has access to 3 first level spell slots at 3rd level. At 7th level one second level spell slot is gained. At 13th level, a third level slot is gained along with an additional first level slot. Finally at 17th level one fourth level slot, and one second level slot is gained. 

The spell save DC is equivalent to: 8 + Proficiency bonus + Intelligence modifier 

The spell attack modifier is equivalent to: Proficiency Bonus + Intelligence modifier 

Poison Bound Blade

Starting at 3rd level, you are able to pull upon the threads of your own magic and infuse your weapons with a discrete arcane poison. As a bonus action, upon your turn you are able to place an acrid poisonous magic into your weapons. For 1 minute you gain the following benefits:

-All attacks made with the weapon count as magical for the duration

-Each creature hit by the weapon infused with your arcane poison must make a Constitution saving throw equal to your Spell Save DC or take 1d4 poison damage on the start of their turn for the duration of your Poison Bound Blade's activity. This damage does not stack, (meaning hitting a creature multiple times will not cause it to take multiple d4's upon the start of their turn).

-Each creature that fails their saving throw against the arcane poison has their speed reduced by 5 feet for the duration of your Poison Bound Blade's activity.

-The poison upon the blade is invisible (just the same as if invisibility was cast upon an object). If a creature wants to determine the cause of their or an ally's ailment (referring to the arcane poison) they must succeed either and Arcana or a general Intelligence check against your spell save DC. Upon a fail they are unable to determine the cause of the ailment. Upon a success they are privy to the fact that your weapon has some sort of poison on it.

Poison Bound Blade can only be infused upon a melee weapon. If you are wielding an off-hand weapon when this ability is activated, the poison will infect both weapons, allowing you to force the enemy to make potentially two Constitution saves on one turn. Upon you dropping, losing, or giving away the weapon that this effect is cast upon the effect ends early. You can use this ability a number of times equal to half of your proficiency bonus rounded down. All recharges of this ability become available upon a long rest.

-Upon reaching 9th level your Poison Bound Blade's damage becomes 2d4

-Upon reaching 13th level your Poison Bound Blade's damage becomes 3d4

-Upon reaching 17th level your Poison Bound Blade's damage becomes 4d4

 

Noxious Bomb

Upon reaching 9th level, you have honed your control for the arcane well enough to store poisonous magic for later use.

Once per long rest you are able to create and store a bead of magic that you may shatter for later use. By performing a 1 hour ritual you can create a pearl of arcane energy the size of a small button. The pearl glows with a soft light of varying color. For the purposes of combat the bead counts as a simple weapon with the properties of, light, thrown (30/90), and finesse. You are proficient with the bead.

As a bonus action you can either crush the bead in your hand or throw the bead within the range (30 with perfect accuracy, 90 with DM choice) causing a noxious cloud of poisonous gas to erupt from the point of the pearl. The cloud of gas is a cylinder with a 10 foot radius and 20 foot height. Creatures that enter the cloud or start their turn within the clouds body must make a Constitution saving throw equal to your spell save DC. Every time a creature enters or starts their turn within the cloud, they must repeat the save. Upon a failure the creature takes 3d8 poison damage and is poisoned. A creature that is successfully poisoned takes 1d8 poison damage upon the start of their turns for 1 minute. When a creature that is already poisoned fails the save again, the 1 minute timer on their poisoned condition resets.

The cloud can not distinguish from friend or foe, meaning if you or any party members enter the effected area, they or yourself must make the Constitution save.

The area where the cloud resides counts as a heavily obscured area, similar to Fog Cloud, for all creatures who have no ability to ignore such an effect. However, for the Arcane poisoner, the area counts as lightly obscured.

Only 1 bead can be held at a time, meaning you can never have more than 1 on your person.

-Starting at 13th level, you are able to create and store 2 Noxious Bombs.

-Starting at 17th level, you are able to create and store 3 Noxious Bombs.

 

Warden of Smog

Starting at 13th level, you have mastered the deadly smoke that accompanies your sicky magic.

Once per long rest you are able to cast the spell Cloudkill at 5th level. The spell takes no spell slot and works exactly as written. When you cast Cloudkill, for as long as you are concentrating on the spell, you gain the following benefits:

-Your body takes on a smoky wispy appearance, you have advantage on all stealth checks

-Your body feels as if it is made from thick fog, you resist all damage from slashing, piercing, and bludgeoning attacks that are non-magical

-You feel as light as air, You gain a fly speed of 15ft

When you drop concentration you lose all these benefits. You regain your cast of Cloudkill and the Warden of Smog feature upon a long rest.

-Starting at 17th level, you can now cast Cloudkill twice per long rest and use Warden of Smog twice per long rest.

 

Aura of Illness

Starting at 17th level, the air around you runs thick, a sickening smoke envelops you.

All openly hostile creatures within a 10 foot radius of you must make a Constitution saving throw upon entering your aura for the first time. The DC is equal to your spell save DC. Upon a failure the creature falls victim to the poisoned condition. Any creature that falls victim to your Aura of Illness affect automatically becomes frightened of you. Additionally, you have advantage to hit all creatures that have been poisoned by your Aura of Illness effect. 

Affected creatures may repeat the save against your Aura of Illness at the end of their turn.

Aura of Illness deactivates upon the following conditions:

-Unconscious

-Dead

 

Previous Versions

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8/13/2024 8:53:36 PM
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