Rogue
Base Class: Rogue

You are a master of alchemical toxins. Distilling venoms that cripple foes while enhancing your own body. Where others see poison as a simple tool, you wield it as a shifting arsenal of deadly adaptations.

Level 3: Lv 3 Toxic Arsenal

You gain proficiency with Poisoner’s Kit if you don’t already have it. Crafting poisons costs half the usual gold and takes half the time.

Venom Effects

When you apply poison, choose one of the following:

• Hemotoxin (Damage)

  • On hit: +1d6 poison damage
  • Target must succeed on a Con save (DC = 8 + PB + Dex) or take an additional 1d6 poison damage at the start of its next turn

• Neurotoxin (Debilitation)

  • On hit: Target has disadvantage on attack rolls until the end of its next turn
  • If it fails the save, its speed is halved as well

• Adrenal Venom (Self-Buff)

  • On hit: You gain one of the following (your choice):
    • Advantage on your next attack roll
    • +10 ft movement speed
    • Temporary HP equal to your rogue level

Each application costs 1 VP.

Level 9: Lv 9 Refined Toxicology

Starting at Level 9 your poisons become more potent and adaptive.

  • Your poison damage ignores resistance to poison damage
  • Creatures immune to poison damage instead take half damage from your poisons

Dual Infusion

When you apply a venom, you can spend 2 VP to apply two different venom effects at once.

Lingering Toxins

If a creature fails its save against your poison, it suffers an additional effect:

  • Disadvantage on Constitution saving throws until the end of its next turn

Level 13: Lv 13 Toxic Metabolism

Starting at level 13 you’ve altered your own body to thrive on poison.

  • You gain resistance to poison damage and immunity to the poisoned condition
  • When you use Adrenal Venom, you gain two benefits instead of one

Reactive Venom

When a creature hits you with a melee attack, you can use your reaction and spend 1 VP to force it to make a Con save:

  • On failure: it takes poison damage equal to your Sneak Attack dice (no Sneak Attack applied—just the dice total)
  • On success: half damage

Level 17: Lv 17 Apex Venomist

Starting at level 17 your toxins reach terrifying perfection.

Perfected Venoms

Your poison damage dice increase:

  • Hemotoxin becomes 2d6, and its delayed damage becomes 2d6

Toxic Overdrive (1/Long Rest)

As a bonus action, enter a heightened state for 1 minute:

  • You regain 2 VP at the start of each of your turns
  • Your weapon attacks deal an extra 1d8 poison damage
  • You can apply poison without spending VP once per turn

Lethal Saturation

If a creature fails its save against your poison while below half HP:

  • It has the poisoned condition for 1 minute and takes 2D6 poison damage at the start of its turn
  • It can not roll to end the condition
Venom Savant Image

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