Rogue
Base Class: Rogue

 Toxineer wip


 You focus on the creation of toxins and poisons and how they affect different creatures. Those who adhere to this archetype are always looking for new ingredients and chemicals be they natural, magical or artificial, in order to manipulate their targets. Be this to harm or assist. They excel at analyzing the situation and applying the best toxin for the job.

Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

 

 

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the poisoners kit and one of the following Alchemist supplies or  Herbalism Kit.

Alchemist supplies proficiency

You gain proficiency with Alchemist supplies

Herbalism Kit Proficiency

You gain proficiency with Herbalism Kits

Experimental Toxin

Beginning at 3rd level, When you finish a long rest, you can produce a number of experimental toxins equal to your proficiency bonus.

Roll on the Experimental Toxin table for the toxins effect, which is triggered when someone drinks the toxin, Or you can apply them to a weapon or ammunition. Once applied to a weapon or ammunition the toxin will remain effective for one minute or until you hit with an attack. Whichever is first.

Creating an experimental toxin requires you to have Alchemist's supplies or Herbalism kit on your person, and any toxin you create with this feature lasts until it is drunk, applied or 24 hours

Saving Throws. Some of your toxins require a creature to make a saving throw to resist the toxins effects. The saving throw DC is calculated as follows:

Save DC = 8 + your proficiency bonus + your Intelligence modifier.

Experimental Toxin

[roll]1d6[/roll] EFFECT
1 Breathless Toxin. On a failed constitution saving throw a creatures movement is halved for 1 minute. The creature can repeat the save at the end of its turn.
2 Weakening Poison. On a failed constitution saving throw a creature has disadvantage on strength based skill checks for one minute and the first attack it makes within this time is made at disadvantage.
3 Basic Acid. Deals 1d6 acid damage. The acid can burn through softer material such as wood, leather and cloth creating a hole that is up to 1 inch in diameter and depth. Or can be applied to a non wooden weapon or ammunition to add this damage to the next successful hit within 1 minute.
4 Basic Poison. Deals 1d6 poison damage or can be applied to a weapon or ammunition to add this damage to the next successful hit within 1 minute.
5 Blinding Poison. On a failed constitution saving throw a creature is blinded for 1 minute. a creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success
6

Debilitating Poison. On a failed constitution saving throw a creature is poisoned for 1 minute. a creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success

Quick Application

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to use or apply a poison or toxin.

Antitoxins

At 9th level your knowledge of toxins and how they affect creatures allows you to concoct a antidote or remedy to many different ailments.

 

You can cast the lesser restoration spell a number of times per day equal to your intelligence modifier.

You must use your alchemist supplies or herbalism kit as a focus for this.

You may also use any additional spell slots you may have to cast this spell.

Natural Resilience

By 13th level, you have been exposed to so many Toxins that they pose little risk to you,.

You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.

Potent Toxins

At 17th level you have mastered the creation of your toxins and poisons.

If a acid, toxin or poison you create deals damage its damage is increased by one additional di.

Creatures have disadvantage on saving throws against toxins and poisons you create.

Previous Versions

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