Rogue
Base Class: Rogue

You are a master of poisons and potions, blending alchemical knowledge with stealth and cunning. Whether using lethal toxins to dispatch foes or rare herbs to mend wounds, you wield alchemy as both weapon and shield.

Alchemist’s Touch

At 3rd level, you gain proficiency with alchemist's supplies if you don’t already have it. You also learn to craft special toxins and elixirs.

  • Toxic Strikes: As a bonus action, you can coat a weapon or piece of ammunition with a toxin that lasts for 1 minute. The next time you hit a creature, it takes extra poison damage equal to your Sneak Attack dice. This damage ignores poison resistance but not immunity.
  • Elixir of Resilience: As an action, you can create a small elixir. When consumed, the drinker gains temporary hit points equal to your rogue level + your Intelligence modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Adaptive Alchemy

At 9th level, your expertise in alchemy evolves, allowing you to manipulate poisons and potions with precision.

  • Chained Toxins: When you hit a poisoned creature with an attack, you can force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, the poison spreads to another creature within 10 feet.
  • Alchemical Remedy: When you use your Elixir of Resilience, you can also remove one of the following conditions: poisoned, blinded, deafened, or paralyzed.

Master of Poisons

At 13th level, your toxins are nearly impossible to resist.

  • Your poisons now ignore resistance and affect creatures immune to poison, though they have advantage on saving throws against them.
  • You can craft a special Venomous Blend once per long rest. This toxin, when applied to a weapon or ingested, forces the target to make a Constitution saving throw. On a failed save, they take 6d6 poison damage and are poisoned for 1 minute. The poisoned creature takes 2d6 poison damage at the start of each turn until they succeed on another save at the end of their turn.

Philosopher’s Venom

At 17th level, you have created the ultimate alchemical toxin—a poison that bends reality itself. Once per long rest, you can craft a Philosopher's Venom.

  • As an action, you can apply this poison to a weapon or administer it to a creature. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failure, they are afflicted with a hallucinogenic toxin, suffering one of the following effects of your choice for 1 minute:
    1. Nightmare Visions – The target is blinded and frightened.
    2. Paralytic Shock – The target is paralyzed.
    3. Fading Mortality – The target cannot regain hit points and automatically fails death saving throws.

Once a creature has been affected by the Philosopher’s Venom, they are immune to it for 24 hours.

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