Rogue
Base Class: Rogue

Whether you're simply an alchemist who takes on some questionable side jobs or an assassin who wished to expand their arsenal. You now have the ability and knowledge to poison and kill your enemies more effectively. 

Master Toxicologist

When you choose this archetype at 3rd level, you gain proficiency with the Poisoners Kit, Herbalism Kit, and Alchemists Supplies. 

Toxicology Book

When you take this subclass at 3rd level, you begin to record your experiences with toxicology within a book. Every time you encounter a toxic, poisonous, venomous, or otherwise harmful substance you may record it in your toxicology book. This requires at least a half liter or 16. oz of the substance as well as both 50gp and an hour of time for every rarity above uncommon the substance is considered (This time is doubled if the substance is taken from some sort of living creature as you take the time to learn how to produce it using plant life and chemicals.). You can produce a liter or 32 oz. of a substance per long rest so long as that substance is recorded in your toxicology book. If your toxicology book is destroyed you can recreate it using 500 gp and a weeks worth of time. 

Toxicology Alterations

Starting at 9th level, you can take an hour to alter up to 5 doses of a poison in the following ways:

Application Methods: You can change an injury type poison into an ingested type poison and vice versa. You may also change a contact type poison into an inhaled type poison and vice versa. 

Speed of Lethality: You can reduce how long a poison lasts by half and double its damage or you can double how long a poison lasts and reduce it to half damage. (This does stack with the later changes from the Toxicology Experiments feature.)

Choose One of the Following

  Due to the "immense complexity" of the Toxicology experiments feature that was complained about during testing, there is now an alternate ability for the 13th level. 

Toxicologists Expertise (Alternate Ability)

Your extensive experiences with toxins has granted you amazing familiarity with toxins of all types. At 13th level, you become immune to poison damage and cannot be poisoned. Additionally you've learned to expertly dose your toxins, you get two uses out of every dose. 

Toxicology Experiments (Standard Ability)

At 13th level you feel confident enough to experiment with poisons and other hazardous substances and give them beneficial and other effects. You may use a days worth of free time to run some experiments and develop a new type of toxin. The Crafting check is medicine check. 

Poison Base: Choose any harmful substance or poison to use as a base, the final product will use the base and then take whatever effects you are attempting to add or remove and apply them. 

Failure: A crafting failure destroys all the materials, a critical crafting failure destroys all materials and deals poison damage equal to the crafting DC x 1d4. 

Success: Upon a success you not only produce one dose of the poison your trying to create, but you can also record the process in your toxicology book at the cost described in the toxicology book feature. Once you have the poison recorded you may 1. name the poison and 2. produce it as described in the toxicology book feature. 

Experimentation: When doing an experiment to create a new poison the base DC's are as follows:

Basic Poison: DC 10 

Uncommon Poisons: DC 12

Rare: DC 15

Very Rare: DC 17

Legendary and above: DC 20

Experimental Options (each option will alter the crafting DC by the number provided.):

Poison DC Increase: Increase the saving throw DC by 2: +1

Application Alteration: Change the application type of the poison to any of the application types: +1

Damage addition: Increase the damage by half: +3

Damage subtraction: Reduce the damage by half: -2 

Anti-Mage: Creatures who are poisoned have disadvantage on concentration checks: +2

Delayed Action: Creatures aren't affected by the poison until X amount of time later: +1

Anti-Heal: Creatures who are poisoned can't receive healing: +3

Hemotoxic: Creatures who are poisoned take an extra 1d10 damage from slashing and piercing damage: +3

Herbicide: Plant based creatures take double damage: +4

Hallucinatory: Creatures who are poisoned act as though you have cast major image cast, you decide the illusion when the creature is poisoned and they fully believe it until they physically disprove its reality: +2

Induce Symptoms: Non-damaging but causes the symptoms of another poison or disease. Effects might include sweating, chills, shakes, paleness, rashes, etc.: +1

Vomiting: Creatures who are poisoned vomit profusely for one round, the creature is stunned and the area around the creature gains similar effects to the grease spell minus the flammability. After a round of vomiting the creature is cleansed of all non-inhaled toxins and poisons: +4

Insecticide: Insects and insect like creatures take double damage: +4

Memory Inhibitor: Creatures who are poisoned will not be able to remember what happened during the duration they were poisoned: +2

Panic Inducer: Creature becomes frightened of you while poisoned: +2

Sleep Inducer: Puts the poisoned creature to sleep, any damage wakes the creature: +2

Psychosis Application: The poisoned creature flies into a blind rage and attacks the nearest creature: +4

Dermis Mutante: Cause the poisoned creatures skin to change to X color and smell like X smell: +1

Tailored: Tailor made poisons for a specific entity, requires you to make a history check against the crafting DC on top of the crafting check. When used to poison the being its made for it has double the effects.: +3

(This system is very complex, for anyone who doesn't wish to run something this detailed and (almost) annoying to keep track of, there is an alternate 13th level ability available.)

Condensed Lethality

At 17th level you can increase the ability of your poisons to actually poison your target. You can combine multiple doses of a poison to increase the DC a creature has to pass to not become poisoned. A +1 to the DC for every dose combined.  

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