Base Class: Rogue
Uses poisons and shit
Venom Blades
At 3rd level, you can begin to use your training with poisons into practice. You gain expertise with the Poisoners Kit, and can apply poisons to your weapons or ammunition as a bonus action.
Additionally, you can apply poison to a number of pieces of ammunition equal to your proficiency bonus in a single bonus action.
Poisons can only be applied to weapons or ammunition that deal piercing or slashing damage.
Applying poison to ammunition expends a single dose of poison per bonus action, regardless of how many pieces of ammunition you apply it to.
Apothecary
Your experimentation has allowed you to create a number of unique poisons. Beginning at 3rd level, at the end of a long rest you can make a number of doses of poisons found in the Chemical Concoctions table equal to your Rogue level. Poisons created in this way lose their potency at the end of your next long rest. If the poison forces a creature to make a save, the DC equals 8 + your proficiency modifier + your Intelligence modifier.
When applied on melee weapons, these poisons stay on your blade a number of hits equal to your proficiency modifier. Poisons applied to a piece of ammunition are expended after the ammunition is used as part of an attack, regardless of if the attack hits or misses.
When you add Sneak Attack damage using a weapon or piece of ammunition coated with these poisons, the additional damage deals the poison's damage type, shown in the Chemical Concoctions table, instead of the weapon's damage type.
The poisons in the following table are also ingestible.
Chemical Concoctions
| Name | Effect | Damage Type |
|---|---|---|
| Scoundrel's Poison | The target must make a Constitution saving throw or be poisoned until the start of your next turn. | Poison |
| Ice Blood | The target must make a Strength saving throw or have their movement speed halved until the start of your next turn. | Cold |
| Apollo's Spite | The target must make a Constitution saving throw. On a failed save, the target becomes a vector of disease. At the end of the target's turn, they take 1d4 necrotic damage and any creature within 5ft of them must make a Constitution saving throw or be effected by this poison. On a successful save, they become immune to this effect for 24 hours. | Necrotic |
| Mage Bane | The target must make an Intelligence saving throw, or have disadvantage on Constitution saving throws to maintain concentration. | Psychic |
Ravenous Poisons
At ninth level, your continued experimentation with poisons means you can exploit the weaknesses of even the most resilient of creatures. Any poison damage you deal and any damage from a poison you create ignores the targets resistance to poison.
Additionally, creatures with advantage on saving throws against the poisoned condition, gained from a non-magical source, no longer gain this effect against poisons you create.
Expert Delivery
Your mastery extends from the creation of poisons to their delivery. You gain proficiency with blowguns and, when you make a attack using a blowguns against a creature that fulfils the conditions of sneak attack, you can add double your proficiency bonus to the attack roll. When you hit with an attack this way, the attack deals no damage.
When you deliver an attack this way while undetected by the target, if the poison deals no damage, the creature does not notice that they have been poisoned, unless it interferes with there current task. The target, or a suspicious nearby creature, can make a DC 15 Intelligence (Investigation) check to find the blowgun dart, at which time they may become alerted.
Creative Concoctions
You become bolder in your experimentation with poisons. You access gain the following new poisons, which are added to the Chemical Concoctions table.
Expanded Chemical Concoctions
| Name | Effect | Damage Type |
|---|---|---|
| Transmogrification Tincture | When you create this feature, choose a creature type. The target makes a Charisma Saving throw. On a failed save, for one minute, the creature can now be affected by spells and effects that would normally affect the chosen creature type and is detected by effects to detect that creature type. The affected creature is not aware they are under this effect if the poison is delivered subtly. | Poison |
| Beguiling Brew | The target must make a Wisdom saving throw, or have disadvantage on all Charisma ability checks and saving throws. The affected creature is not aware they are under this effect if the poison is delivered subtly. If the creature is attacked by you or your allies, this effect ends. | Poison |
| Suggestion of Sleep | The target must make a Intelligence saving throw, or be overcome by the overwhelming desire to sleep. If they are not in combat, and going to sleep wouldn't cause them any physical or significant social harm (such as being in view of their boss while on the job), they are compelled to find a quite spot to take a 10 minute nap, after which they will return to whatever they are doing. | Poison |
Cruel Concoctions
At 13th level, your experience in battle inspires new poisonous creations to disrupt enemy tactics and manipulate them to your advantage. You gain the following options in your Chemical Concoction list.
| Name | Effect | Damage Type |
|---|---|---|
| Ichor of Prometheus | The target must make a Constitution saving throw, or have their blood begin to boil. On a failed save, for 1 minute when they are struck by an attack that deals slashing or piercing damage, or any attack that would make them bleed (at your DM's discretion), any creatures within 5ft of the target take fire damage equal to half the damage the target took. If the attacking creature is aware that the target has been poisoned in this way, they take no damage, slicing the creature in such a way as to avoid getting any blood in themselves. | Fire |
| Hades' Calling | The target must make a Wisdom saving throw, or be cursed by this cruel poison. For 1 minute, this creature cannot regain hitpoints via magical means. Additionally, if a creature attempts to cast a spell or uses an ability that would magically restore the target's hitpoints, the healer instead receives damage equal to half the number of hitpoints that the target would have gained. This does not effect gaining temporary hitpoints. | Necrotic |
| Drink of Dionysus | The target make a Intelligence Saving throw, or be enthralled by a drunken rage. For one minute the target cannot distinguish between friend or foe, and is forced to use their turn to deal as much damage as possible to any creatures around them. The target may also use any area of effect abilities to deal damage, and will not take into consideration whether they are in damaging area. Once per round, when the creature takes damage, they can repeat this save, ending the effect on a success. | Poison |
Blessed Poisons
Your poisons have sparked the interest of a god or powerful being related to poison, disease or nature, and they have given you their boon. When you attempt to poison a creature, you may choose to bless the poison. Any condition caused by your blessed poisons affects the creature soul as well as their blood, ignoring any immunity to the condition. When a condition is bypassed this way, the target instead has advantage on the saving throw to resist the effects of the poison, as well as any additional saving throws caused by your poisons.
The immunity of creatures with no soul and no blood, such as most constructs and some undead, cannot be bypassed this way.
This effect may be used a number of times equal to your proficiency modifier, and you regain any uses of this feature at the end of a short rest.
Prolonged Exposure
Through constant exposure to your own poisons (and a little bit of taste testing now and again) your body has become completely immune to poison. You have immunity to poison damage, the poisoned condition, and any effects caused by poisons you created.
Additionally, at the end of a long rest you can create a number of doses of antidote for your poison equal to your Intelligence modifier. The antidote may be consumed or fed to a creature as a bonus action, removing all effects caused by poisons you created and, for 1 minute, granting immunity poison damage, the poisoned condition, and the effects of any of the poisons you created.
The antidote loses potency at the end of your next long rest.
God-Slayer Concoctions
You gain the following additional options in your Chemical Concoctions List.
| Name | Effect |
|---|---|
| Inflamed Magic | The target takes 1d6 force damage and makes a Constitution saving throw, or becomes unable to control their magic. When the target expends a spell slot, roll a number of d20 equal to the level of the expended spell slot, and the target takes the total rolled as force damage. This effect last until the end of the targets next turn they expend a spell slot, or for one hour, whichever happens first. |
| Destructive Strength | The target takes 1d6 psychic damage and makes a Intelligence saving throw, or becomes unable to control their strength. when the target makes an attack with a melee weapon, their mental limits are disabled, causing their muscles to tear themselves apart. They take 1d6 necrotic damage for each attack roll they make, which cannot be reduced, and once per turn when a damage die rolls a 6, the target gains a level of exhaustion. |
| Static Nerves | The target takes 1d6 lightning damage and makes a Strength saving throw, or becomes unable to control their aim. When the target makes a ranged attack roll, if the number on the d20 for the attack roll was less than or equal to 15, the attack misses regardless of bonuses. On a natural 1, the attack hits an ally of the target within 10ft of their target, unless there is none, in which no additional effect occurs. This effect ends when the poisoned creature makes a successful attack, or after an hour, whichever goes first. |
Perfect Delivery
When you make a successful hit with a poisoned weapon or piece of ammunition against a creature, you can choose for the poison to take effect as if the target had failed the saving throw, regardless of the creature's actual save.
This must be done before the creature has rolled their saving throw against the poison.
Once this feature has been used, it cannot be used again until the end of your next long rest.
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