Base Class: Rogue
Perhaps you were an alchemist, a physician or an apothecary in your past life. Regardless of your origins, you've learned how certain substances affect the mortal body and you've honed your ability to create and utilize both natural and unnatural poisons and toxins. You don't care for bloodbaths or messy killings in the night. When you choose a target, well, sometimes they don't even realize that they're already dead.
Silent Killer
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit and the poisoner’s kit. Your proficiency bonus is doubled for an ability checks you make using either of these tools.
Student of the Slow Death
When you choose this Archetype at 3rd level, you learn how to craft a number of Signature Toxins.
Toxins. You learn how to craft four toxins of your choice, which are detailed under "Toxins" below. Many toxins enhance an attack in some way, however others may be used defensively. You can only have one toxin applied to a weapon at a time. These toxins work on top of any poisons applied to your weapon. A creature can suffer effects from a toxin and a poison at the same time, with separate saving throws for each. Some toxins have a prerequisite that you must pass before being able to learn its recipe.
These toxins are uniquely altered to even affect creatures that are normally immune to poison. As such, unless the toxin specifically inflicts the Poisoned or deals Poison damage, immunity to Poison and Poisoned have no affect against the toxin. Most toxins are resisted by other immunities however, as listed in their description.
Unless otherwise stated in their descriptions, toxins must first be applied to your weapon as an action (or as a bonus action if you have the Poisoner Feat). Applied poisons remain potent for one minute or until you successfully land an attack with that weapon.
You learn how to craft two additional toxins of your choice at 9th, 13th and 17th level. Whenever you gain a level in this class, you may choose to replace one toxin you know how to craft with a different one.
Crafted Toxins. At the end of a long rest, you may craft a number of toxins equal to your Intelligence modifier (minimum 1). You choose which toxins you wish to craft. These toxins last until your next long rest, or until you use them. Only you know how to use these toxins properly and they do not function when used by any other creature.
The ingredients for these toxins are assumed to be on your person at all times and do not have a cost.
Rapid Toxins. Once per long rest, during a short rest, you can craft a number of toxins equal to half your Intelligence Modifier (rounded down). The total amount of Toxins on your person still cannot exceed your daily limit as listed in Crafted Toxins.
Saving Throws. Most of your toxins require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Toxicity Save DC. = 8 + your proficiency bonus + your Intelligence modifier.
Adaptive Poisons. Your ability to utilize poisons and toxins is great enough that you can even improve Poisons made by others. Whenever you use any kind of poison, it uses your Toxicity save DC rather than the one listed in it's description.
Signature Toxins
The toxins are presented in alphabetical order.
A Friend
Sometimes you don't just want to kill, sometimes you want a friend. You've given your toxins sentience.
This toxin is used as an action rather than by being applied to a weapon. When you use this toxin, you create a familiar in a space within 5ft of you. You choose how the creature looks and can choose the same or a different appearance when you use this toxin again. The creature uses the statistics for a Homunculus but is an Ooze rather than a construct. In combat, the creature takes its turn right after yours and obeys your verbal commands. The creature is friendly to you and your allies.
The creature lasts until killed, or until you use this toxin again.
Banshee
While nowhere near as potent as an actual Banshee’s wail, this toxin will teach your opponent not to attack you.
This toxin is used as a reaction, rather than being applied to a weapon. As a reaction when an enemy hits you with a melee attack, you can force them to make a Constitution saving throw. On a failure, they suffer 2d6 thunder damage and are deafened until the end of their next turn. On a success, they suffer half damage and are not deafened.
Basilisk Thorn
Prerequisite: Level 9
While not as fast acting as a real basilisk, the people turned to stone are probably no less upset.
The target of this toxin begins to turn to stone. At the end of each of the creatures turns, they must make a Constitution Saving Throw. If the creature successfully saves against the toxin three times, the toxin ends. If it fails its saves three times, it is turned to stone and subjected to the Petrified condition.
Brain Blight
Prerequisite: Level 17
Made from a small sample of the River Styx, even in small doses the effect can be devastating.
This toxin is so volatile that you can only ever have one on you at any given time.
The target of this toxin takes 4d6 psychic damage and must make an Intelligence Saving Throw. On a failure, the creature’s Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this toxin. If it succeeds on its saving throw, the toxin ends.
The toxin can also be ended by greater restoration, heal, or wish.
Breath of Incabulos
Prerequisite: Level 17
Some believe that this toxin is actually just the God of Plagues’ breath. It’s victims would most likely agree.
This toxin is so volatile that you can only ever have one on you at any given time.
The target of this toxin must make a Constitution Saving Throw. On a failure, they become vulnerable to poison damage for 1 minute. On a success, they instead take 6d10 poison damage.
Whenever a creature that failed their initial saving throw takes poison damage, they may make a Constitution Saving Throw, ending the toxin on a success.
Death's Spite
Prerequisite: Level 17
The few people capable of using this toxin have to be very careful they don’t spill a drop, as that’s all it takes to send them to the next life.
This toxin is so volatile that you can only ever have one on you at any given time.
The target of this toxin is immediately wracked with incredible pain. The attack that applied this toxin is a critical hit instead of a normal hit.
Flash Powder
A tried and true classic for any quick get away, or for just plain old dirty fighting.
This toxin is used as an action and is not applied to a weapon. As an action, you may release a cloud of highly explosive powder which detonates in a blinding flash. All creatures within 5ft of you must make a Dexterity saving throw, or become Blinded until the end of their turn. As you are trained with using this substance, you automatically pass your saving throw against this effect.
Frenzy
If your target does the killing, are you really the culprit?
The target of this toxin must make a Wisdom Saving Throw. On a failure they lose the ability to distinguish friend from foe. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If multiple targets are within range, the creature chooses randomly who to attack. If a creature would provoke an opportunity attack from the target, they must make the attack if they are able to.
At the end of each of the creatures turns, or whenever they take damage, they may make another Wisdom Saving Throw, with advantage if caused by damage, ending the toxin on a success.
Frozen Clutch
Created using blood harvest from frost giants, this toxin freezes its victim to their core.
The target of this toxin must make a Strength saving throw or be chilled to the very bone. On a failure, the creature suffers 2d8 cold damage and their speed is reduced by 10 feet until the end of their next turn. On a success, the creature suffers half damage and their speed is not reduced.
Hag's Embrace
Prerequisite: Level 9
Made from ground up hag eyes. Yes, the process of getting them is as problematic as you think.
The target of this toxin suffers an additional 3d8 psychic damage and must make a Constitution Saving Throw. On a failure, they gain one level of exhaustion, and are beset by cruel nightmares during their next long rest. During their next long rest they must make another Constitution Saving Throw or gain no benefit from the long rest.
Illithid Kiss
Prerequisite: Level 13
Only slightly less disturbing than a kiss from an actual Illithid, this toxin addles the senses of its target and causes them to follow your orders.
The target of this toxin must make a Charisma Saving Throw. On a failure, the creature is Charmed by you for 1 minute. While charmed, the creature follows your verbal commands to the best of its abilities, as long as those commands aren’t directly harmful to it. At the end of each of the creatures turns, or when you deal damage to it, they may make another Charisma Saving Throw, ending the effect on a success.
Itch
This won’t kill your target, but it’ll definitely make them really annoyed.
The target of this toxin must make a Constitution saving throw. On a failure they are overcome with an extremely irritating itch for 10 minutes. The creature must use their bonus action and 10 feet of movement every turn to scratch the itch, or suffer disadvantage on all ability checks, saving throws and attack rolls until the start of their next turn.
At the end of each of the creature's turns, they may make another Constitution Saving Throw, ending the effect on a success.
Jinx
Some practitioners debate if this is actually a toxin, or if the target is just unlucky.
The target of this toxin must make a Charisma Saving Throw. On a failure, they must subtract a d4 from all attacks, saving throws and ability checks they make. This toxin lasts for 1 minute.
Knockout
Prerequisite: Level 9
Victims of this toxin, that weren’t killed shortly after, likened its effects to getting punched in the face by a professional boxer.
The target of this toxin must make a Constitution Saving Throw. On a failure, they suffer 4d4 force damage and are Stunned until the end of their next turn. On a success, they suffer half damage and are not stunned.
Martyr
Prerequisite: Level 9
One of the few toxins willingly ingested by their creators, despite the emotional (and internal) damage.
This toxin is used as an action, rather than being applied to a weapon. As an action, you may ingest this toxin or apply it to a willing creature within 5ft of you. The target of this toxin is given a burst of energy, but also beset by constant internal pain as their body is pushed beyond their limits. For the duration, the creature's speed is increased by 10 feet and they may take an additional reaction every round, but no more than once per turn. At the start of each of the creatures turns, they take 2d6 poison damage that ignores resistance (but not immunity). These effects last for 1 minute, or until the creature uses a bonus action and makes a DC10 Constitution Saving Throw to end the effect.
Obsidian Caress
Prerequisite: Level 9
This toxin was created by the Obsidian Order to assist with infiltration missions, or for simple dangerous tomfoolery.
The target of this toxin takes 3d8 poison damage and must make a Constitution saving throw. On a failure, you become Invisible to the creature for 1 minute as the toxin clouds their vision. Whenever you deal damage to the creature, they may make another Constitution saving throw, ending the effect on a success.
Persuasion
Sometimes the best way to get information out of people is with a little Persuasion. Just make sure you don’t spill any.
This toxin is used as an action, rather than being applied to a weapon. As an action, you can administer this toxin to another creature. If you wish to do so stealthily, you must make a Sleight of Hand check against the target's Passive Perception. The target of this toxin becomes much more open to conversation for 10 minutes. For this duration, all creatures have advantage on Charisma (Persuasion) and Charisma (Deception) checks against the creature. In addition, the creature must make a Charisma Saving Throw whenever they attempt to tell a lie. On a failure they must tell the truth for that statement. You have no special way of telling whether they failed or not.
When the effect ends, the creature knows they were manipulated in some way, however they must make an Intelligence Check against your Toxicity Save DC to figure out that you were involved.
Purgatory
Prerequisite: Level 13
Magically infused Slaadi essence allows this toxin to shatter the very mind of the poor soul that gets targeted by it.
The target of this toxin must make an Intelligence Saving throw or enter a state of psychosis. For the next minute, the creature believes they are completely trapped in a prison of their fears. For this duration, the creature is Restrained. While restrained, your Sneak Attack against this creature, including on the turn when they failed their initial saving throw, deals an additional 3d6 Psychic damage. At the end of each of the creature's turns, they may make another Intelligence Saving Throw. On a success, the toxin fades from the creature.
A creature is immune to this toxin if they are immune to the Frightened.
Tremble
In some circles, this toxin is called Anxiety.
The target of this toxin must make a Constitution Saving Throw. On a failure, they begin to shake profusely for 1 minute. For this duration, they make all Dexterity checks and saving throws with disadvantage. The creature may spend an action on their turn to calm themselves down, ending the effect.
Void Touch
Prerequisite: Level 13
When you care less about killing, and more about ruining someone’s life for a while.
The target of this toxin must make a Wisdom Saving Throw. On a failure, the creature is afflicted by a random Short-Term Madness or, if they failed their saving throw by 10 or more, a random Long-Term madness. Either way they are also affected as if they failed a saving throw against the Confusion spell. On a success, they are only affected by the Confusion for 1 minute.
At the end of each of the targets turn they may make another Wisdom Saving Throw, ending the Confusion on a success. The madness lasts it’s full duration or until cured.
Watcher's Bane
Prerequisite: Level 17
At least the victims of this toxin get to experience entire new worlds, before they die horribly.
This toxin is so volatile that you can only ever have one on you at any given time.
The target of this toxin must make a Charisma Saving Throw. On a failure, the creature is temporarily banished from this world for 1 minute. They are incapacitated on another plane of existence for the duration. When the banishment ends, they suffer 10d10 psychic damage from the horrific experience. On a successful save, the creature instead suffers 5d10 psychic damage and is not banished.
Wyvern Powder
Prerequisite: Level 13
Warning, will also hurt your friends if you aren’t careful.
This toxin is used as an action and is not applied to a weapon. As an action, detonate a cloud of highly explosive chemicals. All creatures within 10ft of you must make a Dexterity saving throw, or take 3d10 fire damage and be set on fire. While on fire, the creature suffers 1d10 fire damage at the start of each of their turns. The fire lasts for 1 minute or until a creature uses an action to put it out. On a success, they suffer half as much damage and are not set on fire. As you are trained with using this substance, you automatically pass your saving throw against this effect.
Your Nightmare
A very popular toxin for interrogators and bullies.
This toxin can either be applied to a weapon, or used as an action on a creature of your choice within 5 feet of you. The target of this toxin must make a Wisdom Saving Throw. On a failure, the creature is Frightened of you for the next 10 Minutes. If the creature ends it's turn and cannot see you, it may make another Wisdom Saving Throw, ending the toxin on a success.
Toxic Blood
Starting at 9th level, due to your constant work with various toxins and poisons, your very body has begun to change. You gain the following benefits:
- You are immune to poison damage and the poisoned
- When you deal Sneak Attack damage, you may choose to change the damage type to poison instead of it's normal type.
- When a creature within 5ft of you hits you with a melee attack, that creature takes poison damage equal to your Intelligence Modifier (Minimum 1).
Slow and Deadly
Starting at 9th level, you've learned how to modify your toxins on the fly to delay their effects until later. When a target would be affected by one of your applied toxins, you can choose to delay the effects for a number of hours up to your Intelligence Modifier. After the chosen amount of time passes, the target is then affected by the toxin and must make the relevant saving throws.
In addition, when you use a toxin that needs to be applied to a weapon, you may instead apply it to a syringe, needle or other thin and sharp object. As an action, you may use this object to attempt to administer the toxin to an unsuspecting target by making a Sleight of Hand check against the targets Passive Perception + 5. On a success, the target is entirely unaware that you administered the toxin and you may delay it's effects as normal.
Enhanced Toxins
At 13th level, your ability to craft toxins has improved drastically. When you craft toxins at the end of a long rest, you may now craft a number of Signature Toxins equal to your Intelligence Modifier times 2 (up from Intelligence Modifier).
In addition, whenever you deal damage with a toxin or poison, you may add your Intelligence Modifier to the damage.
Modus Operandi
Starting at 13th level, you've honed your craft for a while now, and have discovered your preferred method or Modus Operandi. Choose one of your known Toxins that has no prerequisite. That toxin becomes your Modus Operandi, allowing you to always have an infinite amount of that toxin available. You no longer have to craft that specific toxin at the end of a long rest, as you'll always have enough.
Master of Toxins
Starting at 17th level, you've become a master of toxins and poisons. You gain the following benefits:
- The amount of toxins you can craft at the end of a long rest increases to your Intelligence Modifier times 3 (up from times 2). The amount of toxins you can craft during a short rest using Rapid Toxins, increases to your Intelligence Modifier (up from half your Intelligence Modifier.)
- When a creature within 5ft of you hits you with a melee attack, they now take poison damage equal to twice your Intelligence Modifier (instead of the damage from your Toxic Blood feature).
- All creatures have disadvantage on their saving throw to resist the effects of your Modus Operandi toxin.
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