Rogue
Base Class: Rogue

This rework of the Assassin subclass lends a much greater focus on an assassin's ability to brew poisons, attack from the shadows, and eliminate select targets. The focus on crafting disguises and assuming false identities is abandoned in favor of more consistent combat-oriented abilities. If you wish to create a character with this subclass that retains the ability to infiltrate and deceive, it is recommended that you obtain Disguise Kit proficiency from a background that provides that proficiency (for example, the proficiencies gained from the Charlatan background), and that you take the Actor feat. 

Poisoncraft

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit if you do not have it already. The poisoner's kit uses your Intelligence modifier.

In addition to the poisoner's kit's usual uses, during a short or long rest, you may take an hour to create a vial of basic poison that can be applied to a weapon or a number of pieces of ammunition equal to your Intelligence modifier (minimum 1). If applied to a melee weapon, the poison remains potent until the weapon has successfully hit a creature a number of times equal to your Intelligence modifier (minimum 1). All Poisons created using Poisoncraft are Injury type poisons.

A creature that takes slashing or piercing damage from an object coated with your basic poison must make a Constitution saving throw with a DC equal to 8 + your Poisoner's Kit bonus. On a failed save, it takes 3 (1d6) poison damage and is Poisoned for 1 hour. The creature can repeat the saving throw once every 60 seconds, ending the effect on itself on a success. On a successful save, the creature takes half damage and isn't poisoned. The damage dealt by basic poison is affected normally by critical hit effects.

You may only have one vial of basic poison created by Poisoncraft at a time. All doses of poison you have created with Poisoncraft lose their potency when you complete your next short or long rest.

When you reach certain levels in this class, your poison deals more damage: at 9th level (2d6), 13th level (3d6), and 17th level (4d6).

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, whenever you are hidden from an enemy and hit it with an attack, your attack scores a critical hit on a roll of 19 or 20.

When you reach level 13, the range is increased to 18 - 20.

When you reach level 17, it increases to 17 - 20.

Versatile Poisoncraft

Starting at 9th level, you gain the ability to create a new variety of poisons when you use Poisoncraft during a short or long rest. In addition to creating one vial of basic poison when you use Poisoncraft during a short or long rest, you may also create one vial of each other type of poison you know how to make with Versatile Poisoncraft. Each poison you create a vial of has a number of uses equal to your Intelligence modifier (minimum of 1). When you gain this feature, pick one poison for you to gain access to. 

You may choose an additional poison to gain access to when you reach levels 11, 13, 15, and 17. You may also change one type of poison you have prepared for a different poison each time you level up.

At level 17, you may change one type of poison you have prepared for a different poison during a long rest.

Interrogation Poison

A creature subjected to this poison must succeed on a Wisdom saving throw with a DC equal to 8 + your poisoners' kit bonus. On a failure, the creature becomes Poisoned for 1d6 minutes. The DM rolls to determine the length of this effect in secret. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.

Intoxicating Poison

A creature subjected to this poison must succeed on a Constitution saving throw with a DC equal to 8 + your poisoners' kit bonus. On a failure, the creature is Poisoned for 1 hour. During this time, the creature acts as if it is incredibly drunk, and will not recognize that it has been poisoned if it was not hostile to you before being subjected to the poison and you were hidden from the creature when it was subjected to the poison.

Knockout Poison

A creature subjected to this poison must succeed on a Consitution saving throw with a DC equal to 8 + your poisoners' kit bonus. On a failure, the creature is Poisoned for 1d4 minutes. 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.

Lingering Venom

This poison can only be selected after you have reached level 13 in this class.

A creature subjected to this poison must succeed on a Constitution saving throw with a DC equal to 8 + your poisoners' kit bonus.

On a failure, the creature becomes vulnerable to Poison damage, even if it is usually resistant to this type of damage, and Poison damage dealt to the creature also decreases the creature's maximum HP by that amount. The poison and the maximum HP reduction caused by it can only be healed by powerful restorative magic, such as Greater Restoration.

The creature must repeat the saving throw every 24 hours. After three successful saving throws, the effect ends and the creature can regain their maximum HP after taking a long rest.

Paralyzing Poison

This poison can only be selected after you have reached level 13 in this class.

A creature subjected to this poison must succeed on a Constitution saving throw with a DC equal to 8 + your poisoners' kit bonus. On a failure, the creature is Poisoned for 1 minute. As long as the creature is poisoned in this way, it is also Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Walloping Serum

A creature subjected to this serum must succeed a Strength saving throw with a DC equal to 8 + your poisoners' kit bonus. On a failure, the creature is knocked Prone and drops any objects it is holding at the beginning of each of its turns for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Shadow Stalk

Starting at 13th level, you have mastered the ability to stalk a certain target, weaving your way around their line of sight to avoid detection before going in for the kill. When you make a Stealth check, but before you know the outcome of the roll, you may use your reaction to add your Intelligence modifier to the total. This modified total is only used against a single creature you can see; all other creatures contest your original Stealth roll when attempting to find you.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

In addition, you gain Darkvision out to 60 feet. If you already have Darkvision, your Darkvision's range extends out an additional 60 feet.

Calculated 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 Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

In addition, damage you deal against surprised creatures now ignores resistances.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2022 2:31:18 AM
10
0
1
Coming Soon
2/12/2022 2:31:21 AM
19
4
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes