Base Class: Rogue
Uses poisons and can choose between them in combat.
Poison Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and any poison you apply ignores poison resistance. If you gain the ability to ignore poison resistance via other means, this trait becomes ignore poison immunity.
Poison Artisan
Starting at 3rd level, you can now craft and store a variety of poisons for quick use in or out of combat. You may choose proficiency modifier recipes of poison from the poison artisan table to keep on your person. You have all the materials needed to craft these potions. You can apply a dose of poison to a weapon as a bonus action. You can keep dexterity modifier doses of poison from the poison artisan list on your person. These poisons can be resupplied after a long rest. These poisons are imbued with your own lifeforce. The poisons, if not used, loose their effect after one day.
Assassin’s Blood
(Ingested) A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
Burnt Other and Fumes
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Crawler Mucus
(Contact) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, Ending the Effecton itself on a success.
Drow Poison
(Injury) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Essence of Ether
(Inhaled) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Malice
(Inhaled) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
Midnight Tears
(Ingested) A creature that ingests this poison suffers no Effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Oil of Taggit
(Ingested) A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
Pale Tincture
(Ingested) A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the Effect ends and the creature can heal normally.
Purple Worm Poison
(Injury) A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Serpent Venom
(Injury) A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Torpor
(Ingested) A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisonedcreature is Incapacitated.
Truth Serum
(Ingested) A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the Effect of a Zone of Truth spell.
Wyvern Poison
(Injury) A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Poisonous Expertise
Starting at 9th level, you can amplify the effects of your poisons. Any poison you use deals an additional dice worth of damage.
Poisonous Alterations
At 13th level, you gain immunity to poison. You can also alter the saving throws required by your poisons. At the beginning of the day when you prepare your poisons. You may chose to alter their saving throws. As an action you can also alter the saving throw of a poison you currently have.
Devil’s poison
Starting at 17th level, you have created the ultimate poison guaranteed to kill the target. When you use this poison, the target rolls 1d6. On a one they die. The number on the die is equal to how many days until the poison kills them. You have the only antidote. You can only use this poison after spending a week to craft it and any gold amount/ materials the dm seems worthy.
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