Rogue
Base Class: Rogue

You focus your training on the precise art of delivering death through doses. Those who follow the creed of the Sommeliers can enjoy lives of relative ease, never having to worry about the blame for the kill, but can still deliver payloads of sickness with sickening efficiency. Almost all assassins enjoy seeing the life drain from the eyes of your victims, but only you get to witness the shock in their eyes as their requested vintage puts a stopper on their life.

 

Induced Immunity

The best way to test the lethality of your poison is to take a swig and see if you die. When you choose this Archetype at 3rd level, you gain resistance to Poison damage. You also gain proficiency with Brewer's Supplies. 

Debilitating Blade

The art of debilitation isn't always as subtle as slipping a drop of venom in a drink; sometimes you need to find other ways to get your mixture in their system.

When you choose this archetype at 3rd level, you learn to coat your blades with mixtures of varying effect. Once per turn, you can apply a mixture to your blades, giving them an additional effect on a successful hit. You have charges of this ability equal to your Dexterity or Intelligence Modifier, whichever is higher.

You learn two mixtures of your choice, shown below under "Mixtures". Many mixtures affect the enemy in some way. You may only apply one mixture on each weapon and may only do so if you have a free hand to grab the bottle from your person. Applying a second, different mixture on a weapon that already has one will cause the new mixture. You must apply the mixture before you make an attack roll and doing so will expend a charge of this ability.

The effects persist with every attack and will only expire when you take a bonus action to wipe your blade or when you apply a new mixture.

Mixtures that apply status effects like Frightened and Blinded cannot apply it again on a target suffering from that status effect. Applying a status effect on a target that has suffered it before before will allow them advantage on the saving throw against it. Some effects simply cannot be applied to the same target twice due to their body's ability to adapt.

You earn an additional mixture of your choice at the 7th, 10th, and 15th level. Every time you learn a new mixture, you may swap out one mixture you know with a new one.

Saving Throws. Some of your mixtures require your target to make a saving throw to resist it's effects. The saving throw DC is calculated as follows:

Mixture save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice)

You regain 1d4+1 charges every short rest.

Mixtures

Burning Mix

When you hit a creature with an attack, you may sear their flesh with a burning mixture. The target must make a Constitution Saving throw before your damage roll. On a failed save, you deal extra fire damage equal to your Dexterity modifier. On a successful save, they take a third of it, rounded up.

Blinding Mix

When you hit a creature with an attack, you may inject them with toxins that temporarily rob them of their vision. The target must make a Constitution Saving Throw (with advantage if you've applied this on the same target before). On a failed save, the target is blinded for 30 seconds. The target may must make Constitution Saving throw at the end of each of their turns to see if they can shake off the effects of your poison. 

Paralyzing Venom

When you hit a creature  with an attack, you may infuse their blood with clotting agents that make their limbs lock up. The target must make a Constitution Saving Throw (with advantage if you've applied this on the same target before). On a failed save, the target is paralyzed for 1 round. You may not apply this status effect on the same target twice on the same day, but you will still deal your weapon damage as usual.

Demon Blood

When you hit a creature  with an attack, you may fill their body with the blood of demons. The target is now vulnerable to radiant damage, but is also resistant to slashing, piercing, and bludgeoning damage from all sources. This effect lasts for 30 seconds.

Plague Toxins

When you hit a creature  with an attack, you can lower their body's natural defenses. The target must make a Constitution Saving Throw. On a failed save, they lose two resistances and immunities of their choice. The target may choose to resist the toxins and not lose any immunities and resistances, instead they must take 1d8 Necrotic damage per immunity or resistance kept this way. 

Agitating Mixture

When you hit a creature  with an attack, you may cause unrest in their mind. The target must make a Wisdom Saving Throw. On a failed save, they must now use their action to make a melee attack on a creature within their range. If no creatures are within their range, they instead take 2d4 psychich damage but may use their action as they wish. This lasts for 30 seconds.

Fear Pheromones

When you hit a creature  with an attack, you may engorge their innards with chemicals that catalyses their fight or flight response. The target must make a Wisdom Saving Throw. On a failed save, the target is now frightened of you for 1 minute.

Necrotic Poison

When you hit a creature  with an attack, you may do the Sommelier specialty of injecting them with plain old poison. The target must make a Constitution Saving Throw. On a failed save, the target suffers 1d6 necrotic damage at the start of their turn for 1 minute. They must make a Constitution saving throw at the end of each of their turns to see if they can withstand the poison.

Dose of Dementia

When you hit a creature  with an attack, you may cause their mind to function at a lower level. The target can no longer take reactions for 1 minute. The target may use an action to settle their mind, at which point the mixture's effects end.

Numbing Poison

When you hit a creature  with an attack, you may short circuit their nervous system. The target's Dexterity Score is set to 10 for thirty seconds. 

Spreading Plague

When you hit a creature  with an attack, you may infect them with a disease long forgotten. The target now must make a Constitution Saving Throw at the end of each of their turns. On a failed save, they take 1d4 necrotic damage and infect a creature within 5 ft. with the same status effect.  A creature cannot be affected by Spreading Plague twice in the same day.

This effect lasts for 2 rounds.

Arcane Panacea

When you hit a creature  with an attack, you may cause their sense to be overloaded. The target loses all Elemental Resistance for 30 seconds, but gains immunity from non-elemental attacks. They also lose the ability to recharge their actions for the next 30 seconds.

Weakening Solution

When you hit a creature  with an attack, you may cause muscles to spasm and wither. The target now has disadvantage on all Strength Saving Throws for 1 minute. You may not apply this status effect on the same creature twice on the same day.

 

Agitating Mixture

When you hit a creature  with an attack, you may cause unrest in their mind. The target must make a Wisdom Saving Throw. On a failed save, they must now use their action to make a melee attack on a creature within their range. If no creatures are within their range, they instead take 2d4 psychich damage but may use their action as they wish. This lasts for 30 seconds.

Arcane Panacea

When you hit a creature  with an attack, you may cause their sense to be overloaded. The target loses all Elemental Resistance for 30 seconds, but gains immunity from non-elemental attacks. They also lose the ability to recharge their actions for the next 30 seconds.

 

Blinding Mix

When you hit a creature with an attack, you may inject them with toxins that temporarily rob them of their vision. The target must make a Constitution Saving Throw (with advantage if you've applied this on the same target before). On a failed save, the target is blinded for 30 seconds. The target may must make Constitution Saving throw at the end of each of their turns to see if they can shake off the effects of your poison. 

Burning Mix

When you hit a creature with an attack, you may sear their flesh with a burning mixture. The target must make a Constitution Saving throw before your damage roll. On a failed save, you deal extra fire damage equal to your Dexterity modifier. On a successful save, they take a third of it, rounded up.

Demon Blood

When you hit a creature  with an attack, you may fill their body with the blood of demons. The target is now vulnerable to radiant damage, but is also resistant to slashing, piercing, and bludgeoning damage from all sources. This effect lasts for 30 seconds.

Dose of Dementia

When you hit a creature  with an attack, you may cause their mind to function at a lower level. The target can no longer take reactions for 1 minute. The target may use an action to settle their mind, at which point the mixture's effects end.

 

Fear Pheromones

When you hit a creature  with an attack, you may engorge their innards with chemicals that catalyses their fight or flight response. The target must make a Wisdom Saving Throw. On a failed save, the target is now frightened of you for 1 minute.

Necrotic Poison

When you hit a creature  with an attack, you may do the Sommelier specialty of injecting them with plain old poison. The target must make a Constitution Saving Throw. On a failed save, the target suffers 1d6 necrotic damage at the start of their turn for 1 minute. They must make a Constitution saving throw at the end of each of their turns to see if they can withstand the poison.

 

Numbing Poison

When you hit a creature  with an attack, you may short circuit their nervous system. The target's Dexterity Score is set to 10 for thirty seconds. 

Paralyzing Venom

When you hit a creature  with an attack, you may infuse their blood with clotting agents that make their limbs lock up. The target must make a Constitution Saving Throw (with advantage if you've applied this on the same target before). On a failed save, the target is paralyzed for 1 round. You may not apply this status effect on the same target twice on the same day, but you will still deal your weapon damage as usual.

Plague Toxins

When you hit a creature  with an attack, you can lower their body's natural defenses. The target must make a Constitution Saving Throw. On a failed save, they lose two resistances and immunities of their choice. The target may choose to resist the toxins and not lose any immunities and resistances, instead they must take 1d8 Necrotic damage per immunity or resistance kept this way. 

Spreading Plague

When you hit a creature  with an attack, you may infect them with a disease long forgotten. The target now must make a Constitution Saving Throw at the end of each of their turns. On a failed save, they take 1d4 necrotic damage and infect a creature within 5 ft. with the same status effect.  A creature cannot be affected by Spreading Plague twice in the same day.

This effect lasts for 2 rounds.

 

Weakening Solution

When you hit a creature  with an attack, you may cause muscles to spasm and wither. The target now has disadvantage on all Strength Saving Throws for 1 minute. You may not apply this status effect on the same creature twice on the same day.

 

Refined Taste

All the time spent putting your palate to the test wasn't for nothing. Starting 9th level, you gain the unfailing ability to identify all potions. Once per long rest, you may test a potion or liquid and quickly identify its effects, the duration of its effects, and it's rarity. You may choose to ignore the effects of said potion or liquid. 

Mixmaster's Attunement

When you reach 13th level, you may apply your concoctions to more than just blades. You may choose between the "Airborne Virus", "Assisted Infection", and "Exclusion Zone" specializations of this class, the effects of which are listed below.

 

 

Airborne Virus

You may now apply a mixture to a ranged weapon attack. The mixture only applies to a single instance of damage and continued application will use more charges of "Debilitating Blade".

For example, you may apply a mixture to an bolt used by a crossbow. Once that bolt is shot, the mixture's properties may apply on a successful ranged attack hit. The next crossbow bolt shot, will require another charge of "Debilitating Blade" to be infused with a mixture. Collecting spent ammunition from the battlefield will yield normal ammunition, spent ammunition with mixtures applied to them can never be salvaged.

Assisted Infection

You may use a bonus action to instead apply your mixture to the weapon of an ally. The creature uses their reaction to receive your mixture. The creature must also be within 5 ft of you and isn't incapacitated, blinded, frightened, charmed, or paralyzed.

This uses two charges of "Debilitating Blade".

 

Exclusion Zone

You may now craft bombs infused with the elements of your mixtures. As an action you may craft and throw small pouches of poison that explode upon impact. The poison bombs can be thrown up to 30 ft forwards and explode in a 10 ft cube. Creatures caught in the cube must make a Dexterity Saving throw.

On a successful save, they manage to jump out of the way and are unharmed, though they must move to a space outside the bomb's initial range. This movement does not trigger attacks of opportunity.

On a failed save, the on hit effects of the mixture are applied automatically. 

A miasma comprised of your vaporized poison remains in that 10 ft cube for one round. Any creature beginning or ending it's turn inside it must take a Dexterity Saving Throw, following the rules stated above.  

Using this ability expends half of your total number of charges for "Debilitating Blade".

Secret Recipe

At 17th level, you become the master of plagues, sickness, and pain. Using an action, you may add two different mixtures to your melee weapon, ranged weapon, or poison grenade. Their effects may stack and follow the on-hit rules of their respective "Mixmaster Attunement" specialization.

This move will always use all remaining charges of "Debilitating Blade" and requires at least 3 charges to use.

Sommelier Image

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