Rogue
Base Class: Rogue

You've always been fascinated with the usage of poison and toxins. These substances make potent weapons in the right capable hands, and you have honed your skills putting them to use.

Original subclass made by parad0xxis.

Level 3: Bonus Proficiency

You gain proficiency in the Poisoner's Kit. If you are already proficient in it, you gain proficiency in your choice of Alchemist’s Supplies or Herbalism Kit.

Your proficiency bonus is doubled for any ability check you make that uses a Poisoner's Kit. You receive this benefit regardless of the skill proficiency you gain from this feature.

Alchemist’s Supplies

You gain proficiency in Alchemist’s Supplies.

Herbalism Kit

You gain proficiency in the Herbalism Kit.

Poisoner's Kit

You gain proficiency in the Poisoner's Kit.

Level 3: Poisoncraft

You are well versed in the art of brewing and preparing potent poisons. Whenever you finish a Long Rest, you can make a number of chemical reagents equal to 1 plus one fifth of your Rogue level (minimum of 1) plus your Intelligence modifier. As an action, you can spend reagents to brew a poison. The cost of producing various poisons is listed in the Poison Brewing table. Any reagents not spent to produce poisons lose their potency at the end of your next Long Rest. You regain a number of reagents equal to one plus one fifth of your Rogue level (minimum of 1) upon finishing a Short Rest.

Additionally, you can apply a vial of poison to a weapon, food or liquid as a bonus action. A poison applied to a weapon loses its potency after some time, becoming inert. Typically, a poison loses its potency after one minute, or when you hit a creature with the poisoned weapon.

Your poisons are a fair bit more potent than most. When a creature makes a Constitution saving throw to resist one of your poisons, you can use your Poisoncraft DC in the place of the poison's normal DC. Your Poisoncraft DC equals 8 plus your Intelligence modifier and Proficiency Bonus.

Poison

Reagent Cost

Base DC

Required Level to Brew

Basic Poison (Injury)

1

10

3

Assassin's Blood (Ingested)

1

10

3

Truth Serum (Ingested)

1

11

3

Serpent Venom (Injury)

2

11

3

Burnt Othur Fumes (Inhaled)

2

13

3

Carrion Crawler Mucus (Contact)

2

13

3

Malice (Inhaled)

2

15

3

Dust of the Mummy(Inhaled)

3

12

3

Lolth's Sting (Injury)

3

13

3

Oil of Taggit (Contact)

3

13

5

Torpor (Ingested)

3

15

5

Essence of Ether (Inhaled)

4

15

5

Wyvern Poison (Injury)

4

15

5

Pale Tincture (Ingested)

4

16

9

Biza’s Breath (Inhaled)

5

16

9

Midnight Tears (Ingested)

5

17

13

Purple Worm Poison (Injury)

6

19

13

 

Versatile Venom

You are aware that many enemies can easily shrug off the effects of your poisons. To counteract this issue, you've learned to alter your recipes for more useful compounds with more damaging effects.

Choose one of the following options when you gain this feature. Whenever you finish a Short or Long Rest, you can replace your chosen option with another from the list.

Numbing Toxin

Your poisons cause a victim to suffer intense chills and loss of senses. When a creature takes damage caused by one of your poisons, you can replace the damage type with cold or necrotic damage.

Searing Toxin

Your poisons cause a victim to suffer caustic burns and sweltering fevers. When a creature takes damage caused by one of your poisons, you can replace the damage type with acid or fire damage.

Level 9: Hidden Fang

You have mastered the art of covertly delivering poisons to your enemies. You have advantage on any Dexterity (Sleight of Hand) check to hide poison in food or drinks. When you successfully hide a poison, it is indistinguishable from its surroundings.

Additionally, you don’t need advantage on your attack roll to use Sneak Attack against a creature if it has the Poisoned condition.

Level 13: Built-Up Immunity

Your exposure to your own poisons has left you with a stronger immune system. You gain immunity to Poison damage and the Poisoned condition.

Level 17: Fanged Strike

You gain the following Cunning Strike option.

Fanged Strike (Cost: 4d6). If you applied a poison to the weapon you attacked with, the creature makes the saving throw to resist the effect at disadvantage. If the creature is immune to the Poisoned condition, it still makes a saving throw with advantage. On a fail, the creature has disadvantage on attack rolls and ability checks for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

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