Base Class: Rogue
You use various chemical and alchemical compounds to take out dangerous targets. You have recipes for each situation, and spend all of your free time experimenting, sometimes even on yourself.
Well prepared
At third level, you learn the art of crafting and using poisons.
Types of poisons
Poisons come in the following four types:
Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.
Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage.
Recipes
You learn three poison recipes. You learn one new recipe at 6th, 9th, 12th, and 15th, level. Additionally, whenever you gain a level, you can replace a recipe you know with another from this table.
Crafting poisons
You gain proficiency with the Poisoner's Kit. When you attempt to create a poison from the table below, you must spend the amount of time and components indicated in the recipe, and then must make an ability check with the Poisoner's Kit, using Intelligence. If you beat the recipe's crafting DC, the poison is added to your equipment.
If you attempt to make a poison you know the recipe of, you double your proficiency bonus for this ability check, and the crafting time and components are halved.
Poisonous Coating
You can coat weapons and pieces of ammunition with poisons if they have the Injury type. Doing so is a very delicate affair. It takes you ten minutes to coat one weapon, or up to twenty pieces of ammunition, and the poison is consumed in the process. The poison remains active for one hour, and then it dries and disappears. During this time, if you use the coated weapon or ammunition to deal slashing or piercing damage to a creature, that creature becomes subject to the effects described in the table above.
When you coat an item that is already coated in poison, the previous coating is removed to make space for the new coating. A single piece of equipment can only have one poisonous coating at a time.
Assassin’s Blood
Type: ingested
Description: 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.
Crafting DC: 14
Crafting time: 1 hour
Components: A vial of your own blood, extracted less than a minute after you've received poison damage
Burnt Othur Fumes
Type: inhaled
Description: 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.
Crafting DC: 16
Crafting time: 1 hour
Components: An undead's claw or fingernail
Crawler Mucus
Type: contact
Description: This poison must be harvested from a dead or Incapacitated crawler. 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 effect on itself on a success.
Crafting DC: 16
Crafting time: 8 hours
Components: The brains of a large or bigger monstrosity
Drow Poison
Type: injury
Description: This poison is typically made only by the drow, and only in a place far removed from sunlight. 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.
Crafting DC: 14
Crafting time: 8 hours
Components: A pair of eyes which have never seen the light of the sun
Essence of Ether
Type: inhaled
Description: 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.
Crafting DC: 16
Crafting time: 12 hours
Components: 50 GP worth of rare poisonous mushrooms
Malice
Type: inhaled
Description: 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.
Crafting DC: 16
Crafting time: 4 hours
Components: 75 GP worth of emeralds, grounded into a powder
Midnight Tears
Type: ingested
Description: 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.
Crafting DC: 22
Crafting time: 48 hours
Components: A single tear from a child
Oil of Taggit
Type: contact
Description: 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.
Crafting DC: 16
Crafting time: 4 hours
Components: The sweat of a medium or larger abomination
Pale Tincture
Type: ingested
Description: 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.
Crafting DC: 18
Crafting time: 8 hours
Components: One pound of ectoplasm
Purple worm poison
Type: injury
Description: 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.
Crafting DC: 22
Crafting time: 48 hours
Components: a purple worm's fang
Serpent Venom
Type: injury
Description: 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.
Crafting DC: 14
Crafting time: 2 hours
Components: The fang of a poisonous snake
Torpor
Type: ingested
Description: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
Crafting DC: 18
Crafting time: 8 hours
Components: A vial of a lawful good priest's blood
Truth Serum
Type: ingested
Description: 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.
Crafting DC: 14
Crafting time: 2 hours
Components: A celestial creature's hair
Wyvern Poison
Type: injury
Description: This poison must be harvested from a dead or Incapacitated Wyvern. 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.
Crafting DC: 20
Crafting time: 24 hours
Components: The venom gland of a wivern or the sac of a black dragon
Advanced Chemistry
At 9th level, whenever you attempt to make a poison you know the recipe of, you can spend additional components to alter the poison's effects. When you do, you are encouraged to come up with a unique name for your creation:
| Name | Description | Additional Components |
|---|---|---|
| Invisible | The poison can also be delivered via ingestion | A vial of a werecreature's saliva |
| Venomous | The poison can also be delivered via injury | A vial of the blood of the creature this poison is supposed to target |
| Sporous | The poison can also be delivered via inhalation | 100 GP worth of alchemical reactants |
| Thin | The poison can also be delivered via contact | A fey creature's lips |
| Potent | The save DC, if there is one, becomes 8 + your proficiency bonus + your INT modifier | Five eyes, all from the same creature |
| Diluted | You make twice as much poison | A flask of unholy water, cursed by the worshipper of an evil god |
| Enduring | If the victim fails the poison's saving throw, they stay poisoned for one minute after the poison's effects end | A tooth of someone who has died of old age |
| Reflux | If the victim fails the poison's saving throw, they have to make that saving throw again next turn or suffer 2d12 poison damage | A troll's heart |
| Long-lasting | If the poison's effect has a duration, that duration is doubled | Five living bees |
Potent Alchemy
And 13th level, you include magical enchantments in your recipes, making them effective against a wider range of enemies.
If a creature is resistant to poison damage, poisons you make ignore that resistance. If that creature is immune to poison damage, poisons you make ignore this immunity, and deal half damage instead. If a creature is immune to the poisoned condition, poisons you make ignore this immunity, and the creature makes any saving throws against them with advantage instead.
Additionally, when you use a sneak attack with a weapon or a piece of ammunition coated in a poison you've made, the victim makes any saving throw against your poison with disadvantage. If they would have made that saving throw with advantage, they make a straight roll instead.
Combat Coating
At 17th level, you have spent so much time crafting and using poisons that you have naturally gotten a lot faster at it. As a bonus action, you can apply a new poisonous coating on a weapon you're wielding or on a piece of ammunition you're holding. However, applying the poisonous coating this quickly can be wasteful: the poison evaporates after one minute, instead of one hour.
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Posted Mar 15, 2024Does the poisoner feat help this class or is there no point to have the poisoner feat with this subclass ?
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Posted Oct 3, 2020My wife is wanting to run this subclass, and we are starting at level 3. I had a question where you say:
Arent all of these poisons going to be spent after they are used? SO I am not understanding how its different for injury potions.
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Posted Dec 10, 2018he fact that you actually plan to keep adding recipes and improvements just puts a huge ****in smile on my face! All in all, I can't wait to see what you add next and you did a ****in great job, cheers!
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Posted Nov 28, 2018The following is the rationale behind this subclass. I have had the following issues with poisons in 5e:
As a result, nobody wants to use poisons in their current form. Therefore, I took the rules for poisons from the DMG and adapted it into a Rogue subclass, with the goal being fixing all of those issues.
This subclass focuses on preparation. You spend days gathering ingredients and crafting poisons before going on an adventure. You don't benefit so much from short or from long rests - you benefit from down time between adventure arcs. As you get richer and richer, this class gives you more and more ways to spend those hard-earned resources, and it gives you new objectives. It's just as the DMG said: crafting a really powerful poison can be the basis for an entire adventure.
I've tried making it so regardless of the nature of your adventure - political intrigue, dungeon delving, and everything in between - the Poisoner gets something to do. You might not get the opportunity to go hunt for the perfect poison, and stumble upon ingredients by total chance. More recipes and poison improvements will be coming later, in an attempt to really make sure the Poisoner always gets to do something interesting, in and outside of combat.
I would love to receive feedback and suggestions related to this homebrewn subclass. If you have any, shoot!