Rogue
Base Class: Rogue

Your rougish training has you focus on how to create and utilize posions and toxins adeptly against your enemies. Those who adhere to this archetype are exceptionally skilled in the botanical and alchemical arts. Stealthy blades, poison dipped weapons, and a morbid fascination with the alchemical realm help you eliminate your foes with deadly efficiency.

Your archetype grants you features at 3rd level and then again at 5th, 9th, 13th, and 17th level.

Deadly Secrets

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. You obtain one of these two kits.

Also starting at 3rd level, you have spent time tinkering with your blades to create a hidden compartment housing your treacherous toxins. As a bonus action, you can click the button on your blade to coat the weapon in poison. The next hit with this weapon deals 1d6 poison damage; if your attack misses, the poison dries out and you must expend another charge to coat the blade. At 5th level you have a maximum of 6 charges. This increases to 9 charges at 9th level and 12 charges at 13th level. You can spend one hour to create 1d3 charges for your poisoned blade during a short or long rest.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Potency Increase

Starting at 9th level, you deal 2d6 poison damage any time you poison your blade. The number of charges you can make for your poisoned blades per hour also increases to 1d4.

Do You Do Poison

Starting at 9th level, you have harnessed the ability to store a poisonous mist in small glass orbs. By lobbing the glass orbs at your target, you can release a poisonous cloud in a 20-foot radius. The cloud spreads around corners and is considered heavily obscured.

Each creature that is within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. 

Potency Increase

Starting at 13th level, the poison you coat your blades into no longer dries out. Your poison remains until you land a successful hit on an enemy or you sheath your blades.

Poisoner's Target

Starting at 13th level, as a bonus action you can concentrate on a target. This creature becomes your poisoner's target, on a successful attack with a poisoned weapon you deal an extra 1d6 of poison damage. If the target drops to 0 hit points, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Potency Increase

Starting at 17th level, you deal 4d6 poison damage any time you poison your blade

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Poison Master Image

Comments

Posts Quoted:
Reply
Clear All Quotes