Rogue
Base Class: Rogue

You have spent many a time bleeding for your craft. Now, your blood works for you. All the time spent among poisons has turned your blood into a viable and potent weapon.

Hemotoxin

3rd-level Pit Viper feature

You have tested various poisons and toxins on yourself. This has granted you immunity to poison and the poisoned condition, and turned your blood into a potent venom, represented by your Hemotoxin dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various blood powers you have, which are detailed below.

Some of your powers expend the Hemotoxin die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Hemotoxin dice when you finish a long rest, or ingest a powerful poison. In addition, as a bonus action, you can regain one expended Hemotoxin die, but you can’t do so again until you finish a short or long rest. 

Some of your powers require a saving throw. This is calculated by 8 + your Constitution modifier + your proficiency modifier.

When you reach certain levels in this class, the size of your Hemotoxin dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Hemotoxin dice.

Venom Strike. When you deal your sneak attack damage, you may add your Hemotoxin die to the weapon damage. The damage is poison, and the target must succeed on a Constitution saving throw or become poisoned until the end of your next turn. You expend the die only if the saving throw succeeds.

Seeping Toxin. You can sacrifice a hit die to secrete toxins from your skin. If you are grappled by or touching another creature, the creature takes half your sneak attack damage as poison damage.

The first time you use this power after each long rest, you don’t expend the Hemotoxin die. All other times you use the power, you expend the die.

Viper Fangs

3rd-level Pit Viper feature

You can manifest your Hemotoxin power as bloody needles of toxic energy. Whenever you take the Attack action, you can manifest a blood needle from your free hand and make the attack with that needle. This magic needle is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals acid or poison damage equal to 1d6 plus the ability modifier you used for the attack roll. The needle then dissolves immediately after it hits or misses its target, and at the start of the target's next turn, it takes an additional 1d4 necrotic damage.

After you attack with the needle, you can make a melee or ranged weapon attack with a second blood needle as a part of the same action, provided your other hand is free to create it. The damage die of this attack is 1d4, instead of 1d6.

Toxic Being

9th-level Pit Viper feature

Your Viper Fangs are now an expression of your venom-suffused being, giving you these powers that use your Hemotoxin dice:

Dire Shock. If you make an attack roll with your Viper Fangs, and the target is resistant or immune to acid or poison, you may roll your Hemotoxin dice to add it to the damage roll, ignoring the resistance or immunity. This expends the Hemotoxin die.

Poisonous Transmutation. As a bonus action, you manifest one of your Viper Fangs, expend one Hemotoxin die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. The space then fills with poisonous fumes. Creatures within 10 feet of that space must make a Constitution saving throw or suffer your sneak attack in poison damage, only taking half as much on a save.

Septic Handout

13th-level Pit Viper feature

You can store you poisonous blood. As an action, you can sacrifice any number of hit die to create vials of extremely potent poison blood equal to the amount of hit die sacrificed. The poison lasts for 8 hours, and can coat one weapon. The first hit that is made with a coated weapon deals and additional <strong>3 hemotoxin die</strong> poison damage.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Hemotoxin die to use this feature again.

Down for the Count

17th-level Pit Viper feature

Your Viper Fangs course through a creature's body. When you use your Viper Fangs to deal Sneak Attack damage to a creature, you can force that target to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). If the save fails, the target is paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success or if it is damaged.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Hemotoxin dice to use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes