Rogue
Base Class: Rogue

Bloom Blade Rogues draw their power from the darker side of nature’s beauty, harnessing the deadly properties of poisonous plants to incapacitate and manipulate their foes. These rogues channel their abilities through their vast knowledge of poisons derived from flora like hemlock, belladonna, rowan, and foxglove, crafting toxic tools to support them in their pursuits.

Their expertise in a profession often perceived as equally toxic as the plants they cultivate leads many Bloomblights to work within less savoury organizations; they are frequently seen as insidious assassins wielding deadly knowledge for personal gain. Conversely, others honour them as guardians of nature’s balance, entrusted with the secrets of its darker aspects.

Bloom Blades, as well as some of those who witness their work, find beauty in the deadly poetry of their craft, weaving tales of nature’s elegance and peril through deadly performances that reflect the enchanting dangers they embrace. With a close affinity to nature, many Bloom Blades lead lives on the edge of society, navigating a world where the deadly and beautiful intertwine as wardens of nature’s tenuous balance.

Level 3: Poison Savant

Starting at 3rd level your aptitude for natural toxins grants you proficiency with the Poisoner’s kit, and your choice of either Nature or the Herbalism kit.

You can create potent poisons from natural ingredients available to you. After each long rest you can attempt to create 1d6 vials of poison. As a bonus action you can coat a single melee weapon or up to 3 pieces of ammunition with a vial of poison. When you strike a target with a poisoned weapon they take an extra 1d6 poison damage, and their speed is halved until the end of their next turn. The number of vials that you can create increases to 1d8 at 6th level, and 1d10 at 10th level.

Once applied to a weapon the poison’s potency lasts for 1 minute.

Additionally, creatures that are normally resistant to poison damage are not when it is inflicted by you. Those that are normally immune to poison are only resistant to your concoctions and abilities.

Level 3: Flower Strike

Starting at 3rd level you can imbue your swift strikes with nature’s plant-based poisons.  When you strike an enemy you can choose to inflict them with one of the following effects:

  • Foxglove – Your target must succeed a Constitution saving throw or be stricken with severe nausea. On a failure they suffer the poisoned condition until the end of their next turn.
  • Bluebell – Your target must succeed on a Constitution saving throw or be overcome by a wave of slumber. On a failure they fall asleep until the end of their next turn. The target wakes early if they take any damage, or another creature uses an action to wake them up.
  • Blackthorn – Your target must succeed a Wisdom saving throw or be plagued by a sense of dread and impending doom. On a failure they become frightened of you until the end of their next turn.
  • Meadowsweet – Your target must succeed a Charisma saving throw or be momentarily enraptured by you. On a failure they become charmed by you for the next minute.

These saving throws are against your Poison Save DC (8 + proficiency + Wisdom) and targets have disadvantage on their saving throws if you are using your Sneak Attack. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Paralysing Touch

Your skill with natural poisons and your regular exposure to their effects has granted you the ability to turn yourself into a conduit for their toxins. Starting at 9th level you are immune to poison damage and the poisoned condition.

As a reaction to someone touching you or attempting to grapple you, you may choose to secrete a paralysing agent. Alternatively, as a bonus action you can touch a creature and attempt to paralyse them. In either scenario the creature must make a Constitution saving throw against your Poison Save DC, becoming paralysed until the end of their next turn on a failure.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

Level 13: Pollen Plume

Starting at 13th level your progression in toxin mastery allows you to administer poisons on the air using the pollens of various deadly plants. As an action you can cast out a plume of poisoned pollen from your hands. Each creature in a 15ft cone must succeed on a Constitution saving throw against your Poison Save DC. On a failure they take 6d6 poison damage and become poisoned for the next minute. On a success they only take half damage and are not poisoned.

You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses after a long rest.

Level 17: Belladona's Veil

At 17th level you have achieved true mastery over the alchemy of natural poisons and plants from which you draw your talents. As an action, by using the essence of a plethora of deadly flora, you can cast the spell Cloudkill without expending a spell slot. The spell does not require concentration for you, but its effect only lasts for 1 minute. The spell save is against your Poison Save DC. You become invisible while within the area of effect and you do not provoke opportunity attacks when moving through the cloud.

You can use this feature once per long rest. 

Bloom Blade Image

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