Rogue
Base Class: Rogue

These rogues specialize in crafting and employing highly toxic chemicals to their benefit.

Poison Mixer

At the end of a long rest, you may craft an amount of doses of poison equal to your proficiency bonus, which may be ingested, inhaled, or injury poisons. These poisons may be one of six different varieties, and the DC for them is equal to 8 plus your proficiency bonus, plus your Dex modifier. The varieties are detailed below:

Pink Wonder. The creature must succeed on a Constitution saving throw or become charmed by itself, and incapacitated as it admires itself. These effects wear off after an hour, or until the affected creature takes damage.

Green Demise. The creature must succeed on a Constitution saving throw or take 3d8 poison damage, and become poisoned for the next 10 minutes.

Orange Intoxication. The creature must succeed on a Constitution saving throw or become profoundly drunk. A drunken creature gains one level of exhaustion, and has disadvantage on dexterity and charisma checks and saves.

Red Fantasy. The creature must succeed on a Constitution saving throw or fall unconscious, and dream of peaceful green meadows. The creature has advantage on this save if it is in the middle of combat. The creature remains unconscious until it either takes damage or is moved by another creature.

Blue Ignorance. The creature must succeed on a Constitution saving throw or become numb for the next 12 seconds (2 rounds). While numbed, the creature takes no damage, but when the numbing ends, it takes damage equal to twice the damage it took while it was numbed.

Yellow Horror. The creature must succeed on a Constitution saving throw or become assaulted with horrible visions, and becoming frightened of everything it can see for the next minute. 

Purple Rage. The creature must succeed on a Constitution saving throw or attack the closest creature to it, random on ties, diagonal is farther than adjacent. This attack will be with whatever the creature is readily holding, and deals an additional 1d6 damage.

White Neutralizer. The creature must succeed on a Constitution saving throw or have one of their current ongoing effects targeting themselves, magical or otherwise, chosen by you when inflicted, end immediately, including concentration.

Black Peril. The target must succeed on a Constitution saving throw or be reduced to 0 hit points if they have less than 3d4 hit points remaining. If they have more than this amount of hit points remaining, they are entirely unaffected by this poison.

Enhancing Tonic

You gain the ability to produce any number of tonics by spending 25 GP worth of materials per tonic at the end of a short or long rest. If a creature consumes this tonic as a bonus action, they gain an additional 20 ft. of move speed, have advantage on initiative, dexterity, and attack rolls, and deal an additional +3 damage on all damage rolls for the next hour. After these effects wear off, the creature suffers a permanent -10 ft. of move speed, and -3 to all damage rolls. This debuff does not stack, and goes away while the tonic is active.

Chemical Expert

You may now create six poisons at the end of a long rest, and you may mix two poisons into one, using their effects at the same time. You may not mix more than two poisons.

Toxin Savant

Whenever you use your sneak attack feature, you may apply a poison of your choice from this subclass, even if you do not have the poison on hand.

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2025 9:05:14 PM
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3/5/2026 2:42:45 AM
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