Base Class: Rogue
You've studied medical herbs and how to use them to heal certain illnesses. But something happened, now you use your expertise to hurt those who hurt you, and protect yourself in sticky situations.
Herbalist gathering
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Tool proficiency
At 3rd level, you gain proficiency in the Poisoners kit
Poison and Tonic Crafting
You use your knowledge of herbs to craft poisons and tonics that aid allies and harm foes. When you chose this archetype at 3rd level, you learn poisons and tonics. You pick two at level 3, and gain another two at level 7, another two at level 11, another two at level 15, and another two at level 19. The tonics last for 1 minute. The poisons will last until the target saves unless stated otherwise.
Poisons. You learn how to make multiple poisons and tonics. You can use all of them listed below, but only apply one at a time to each separate weapon.
Poison save DC = 8 + proficiency + your DEX modifier
- It takes a bonus action to apply a poison to one weapon. The poison lasts 1 minute when applied. When you hit, the target must make a saving throw according to the poison against your poison save DC.
- The poisons you add to your weapons add 2d4 poison damage on attacks.
- You have resistance to poison damage, and advantage on saving throws against being poisoned.
- You may only have one tonic on at a time. If you have more than one active at a time, you must make a DC saving throw of 12(increases by 2 for every additional tonic) or fall unconscious for a turn. Loosing all bonuses currently active.
- You must craft each type of tonic or poison. What plants or costs are up to you and your DM. Talk to them, see if these types of plants exist or not.
- Each tonic and poison takes a total of 3 different plants to craft. Only you know how these concoctions are created. Each poison or tonic takes 4 hours to craft. When you craft one, you use all the material you acquired to craft it for one bottle. If you apply these poisons to arrows, you may cover 10 arrows per bottle.
AC boost
This tonic gives you a little bit more alertness. After you take this you are granted a +1 bonus to ac for your current levels duration.
Agathy's Tonic
This blackish blue tonic tastes like raspberries. A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage, this will also only last the duration.
Blinded
You intoxicate a target with a strong poison to affect its sight. The target must make a CON save against your poison saving DC. If the target fails, they are blinded. At the end of each of its turns, the target can make another CON saving throw. On a success, the condition ends on the target.
Damage resistance Tonic
This colored tonic grants the user resistance to one type of damage of their choice(Chose a color to which damage it is resistance to)
- Red (Fire resistance)
- White (Cold resistance)
- Black (Necrotic resistance)
- Blue (Lighting resistance)
- Green (Acid resistance)
Darkvision Tonic
This tonic gives you the ability to see in darkness. This tonic grants you darkvision for 60ft for the duration. If you already have darkvision, it increases it from 60ft to 120ft for the duration.
Draconic Tonic
With a big swig and a loud roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the tonic ends:
Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Dragon's Breath Tonic
You become imbued with the power to spew magical energy from your mouth, provided you has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, you can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Endless Laughter Poison
This poison that coats your weapons cause a target to laugh uncontrollably. When you hit a target with a successful attack, they must make a CON save against your poison DC. If they fail, they start to laugh uncontrollably, falling prone and becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another CON saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the poison ends.
Feebleminded Poison
You blast the mind of a creature that you successfully hit, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw against your poison save DC.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
They can retry the saving throw at the end of their turn, ending on a success, otherwise they have to wait 24 hours.
The spell can also be ended by greater restoration, heal, or wish.
Flight Tonic
You gain a flying speed of 60 feet for the duration. When the tonic ends, you fall if it is still aloft, unless it can stop the fall.
Haste Tonic
This vibrant red liquid feels warm to the touch and is almost spicy as you drink it, granting you the bonuses of the haste spell. Until the tonic ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the tonic ends, you can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Hemorrhage Poison
When you hit a creature with this poison they must make a CON save against your poison save DC or take an additional 4d6 damage. At the start of their turn, they receive another 4d6 damage as the poison runs through their body and causes uncontrollable bleeding. This effect ends at the end of their turn.
Invisible Tonic
This tonic affects your skin, giving you a translucent effect, granting you the invisible condition for your current levels duration. This effect ends early if you attack or cast a spell.
Invulnerability Tonic
This completely clear tonic grants you invulnerability to all damage for the duration.
Paralyze
You inflict a target with a strong nerve damaging poison. If the target fails a CON save against your poison save DC, their nervous system shuts down, becoming paralyzed. They can attempt to save against it at the end of the their turn.
Poison
The creature you hit must make a CON save vs your poison save DC, or be afflicted by the poison condition. Can repeat the save at the end of the creatures turn. Lasts as long as your level states
Regenerate Tonic
When a creature drinks this tonic it stimulates its natural healing ability. The creature regains 4d8 + 15 hit points. For the duration of the tonic, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The creatures severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Constructs and undead are unaffected by this tonic.
Silence Poison
The creature you hit must make a CON save vs your poison save DC, or be afflicted by the silenced condition. This makes casting spells that require the verbal component impossible. At the end of each of its turns, the target can make another CON saving throw. On a success, the condition ends on the target.
Speed boost
This specific mixture gives you a temporary speed boost. At level 3 you gain an additional 10 feet of movement when you take this tonic. This increases by another 10 feet at level 7, another 10ft at 12th level. And another additional 10ft at level 17.
Spiders Tonic
This greyish liquid is slightly thicker and is constantly swirling. Until the tonic duration ends, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. You also gain a climbing speed equal to its walking speed.
Stun Poison
You afflict a target with a powerful muscle constriction poison. If they fail against a CON save against your poison save DC, they now have the stunned condition, making another saving throw at the end of their turn.
Temparary Health
This tonic increases your vigor, granting temp hit points equal to your rogue level x2.
Truesight Tonic
This tonic gives you the ability to see things for what they truly are. For the duration, you have truesight, can see secret doors hidden by magic, and can see into the ethereal plane up to 60ft.
Unconscious
You afflict a target with a strong sleeping medicine rendering them unconscious if they fail a CON save against your poison save DC. The target may make another save at the end of their turn, ending on a success or if they take any damage.
Efficient crafting
At 9th level your ability to make tonics and poisons has become more fine tuned
- Now when you craft a poison or tonic you now make 1d4 + Intelligence modifier amount instead of just one.
- You can now craft poisons and tonics faster than you could previously. Instead of 4 hours per tonic or poison, it now only takes one short rest.
Ultimate Crafter
At 13th level, your grasp of crafting tonics and poisons has reached perfection.
- When you hit a creature with a poisoned weapon, if you roll a 19 or 20 , the creature automatically fails the saving throw. And the target has disadvantage on saving against it on their turn. As the poison has settled within their body, making it harder to overcome.
- Your tonics have become more efficient. The duration of the tonics you've created now will last 5 minutes instead of 1. Whenever you drink one of the tonics you've created, you may end one condition or spell affecting you.
Poisonous body
At 17th level, you are now immune to poison damage and the poison condition.
- Poison has settled within your body, whenever you take damage, the attacking creature takes 2d4 poison damage as your blood sprays on their body.
- You are now able to take up to two different tonics without affecting your body. Cannot stack more than one of the same tonic. Any more requires a DC 14 check, or you lose all tonic bonuses and are unconscious until the start of your next turn.
- As your understanding of poisons increase, you fully understand how to keep multiple poisons active without interfering with each other. You can apply two poisons to your weapons. The creature makes a poison save against both poisons.
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