Base Class: Rogue
An elven man, dressed in a fine suit and tie, a hidden dagger safely secured to his inner sleeve, but knowing he needs it not, he picks up his and his target's drinks, a smile on his face as he watches his target drink a deathly tonic, and escapes unseen.
A changeling watches from the shadows, monitoring her victims as they begin to choke and vomit, before she pockets a vial of powder and walks away.
Experts of poison and subtle foul play, these rogues make their own unique deadly poisons, tonics, and powders to cripple their foes without ever lifting a weapon.
Poisoner's Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to apply poisons to any weapon or piece of ammunition. Instead of lasting until they hit a target they last for 10 minutes on the weapon, however a creature can only suffer the effects of the poison once until the effects end. (In cases where the only effect is damage, the creature cannot suffer it again for one minute)
Personal Poisons
When you choose this archetype at 3rd level, you gain the ability to craft certain poisons only those skilled in your trade could create. You also gain expertise with poisoner kits, and can create poisons taking half the time and cost of normally crafting them. A target can only suffer from one of these poisons at a time, but these do combine effects with standard poisons (NOT ON THE SAME WEAPON). The poison DC of your Personal Poison feature is 8+Proficiency+Your intelligence modifier, and all saves are Constitution saves.
Senseless Poison- On a failed save the creature takes half your sneak attack damage (if sneak attack is not already applied) and is blinded and deafened for one minute. On a passed save they are blinded and deafened till the end of your next turn and take no damage.
Excruciating Poison- On a failed save the creature takes half your sneak attack damage (if sneak attack is not already applied) and has disadvantage on all attack rolls for one minute. On a passed save they take no damage and only have disadvantage until the end of your next turn.
Disabling Poison- On a failed save the creature takes half your sneak attack damage (if sneak attack is not already applied) and becomes unconscious and incapacitated for one minute. On a passed save the creature cannot take actions or reactions until the end of your next turn.
Sleight of Poison
Starting at 9th level, you have advantage on a Dexterity (Sleight of Hand) check to poison something if you move no more than half your speed on the same turn.
Poison Adept
By 13th level, you have learned enough about the workings of poisons that you can increase their potency to harm even the strongest of beings, you ignore resistance and treat immunity as resistance to poison damage.
Potent Poison.
When you reach 17th level, you have become adept at creating imbeatable poisons. All of your Personal Poisons use 3/4 of your sneak attack damage, and standard poisons use your Poison DC if it is not already higher.
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