Rogue
Base Class: Rogue

Poisoner rogues have training in the art of crafting varied and potent poisons with which to deal with various scenarios. From powerful sleeping draughts to poison so deadly it can kill in one strike, a poisoner makes their living brewing and using these poisons. Some live as assassins, others as vigilantes, and others still as nothing more than a scientist with strange aspirations. Regardless of where they come from, the poisons these rogues brew can change the tide of an entire war with a single dose. 

Bonus Proficiencies

Starting at 3rd level, you learn the tools of your trade and practice some resilience against your own weapons. You gain proficiency in Constitution Saving throws and Poisoner's Kits. In addition, you may double your proficiency bonus for any skill checks made to use a Poisoner's Kit. 

Pick Your Poison

Also at 3rd level you learn how to make different poisons to produce a variety of effects. At 3rd level you know how to make 3 poisons, and you learn to make an additional poison at 9th, 13th and 17th level. You may change the poisons that you know whenever you gain a level in this class. Over the course of a long rest, you may make a number of doses equal to your proficiency bonus of the poisons you know. These doses last until you next take a long rest, and you may make multiple doses of the same poison. As a bonus action, you may consumer a dose of a poison to apply that poison to a weapon that deals piercing or slashing damage. The poison stays on the weapon for 1 minute, after which time it dissipates, and its effects happen each time a creature is struck by an attack from the weapon unless otherwise specified. You may apply a poison to a bow or crossbow and all bolts or arrows fired from that bow or crossbow are affected by the applied poison for its duration. It is up to you how your poisons affect your ranged weapons if you choose to use them. You may only have one poison applied to a weapon at a time, and must clean a weapon before applying a new poison to it. You may use an action to clean a weapon coated in the poison of the poison, removing it from the weapon. Alternatively, creatures can ingest doses of the poison. If a creature ingests a poison dose then they immediately suffer the effects of the poison as if they had been struck by a weapon coated in the poison. Some poisons require a saving throw. Where this is the case it will be referred to as you Poisoner's DC. Your Poisoner's DC is equal to 8 + your proficiency bonus + your Intelligence modifier. 

Improved Poisons

Starting at 9th level your poisons become potent enough to circumvent a lot of natural resistances, while you learn to better defend yourself against your own weapons. You gain resistance to poison damage and immunity to the poisoned condition. In addition, any poison damage that you deal ignores a target's resistance to poison damage if it has it. 

Potent Poisons

Starting at 13th level you learn to apply much more potent poisons when your enemies are vulnerable. Whenever you score a critical hit with a weapon attack, the target of that attack suffers an additional 4d6 poison damage. In addition, you may swap out one of the poisons that you know from your Pick Your Poison class feature every time you take a long rest. 

Master of Poisons

Starting at 17th level, the poisons that you craft are so potent that none can stand against them. Any poison damage that you deal ignores a target's immunity to poison damage. In addition, you gain immunity to poison damage. 

Pick Your Poison Options

The Pick Your Poison class feature lets you pick different Poisons to know. These are presented here. 

If a Poison requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.

Poison of Blindness

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or suffer 1d6 poison damage and become blinded for 1 minute. A blinded creature may repeat the saving throw at the end of their turns, ending the effect on a success. 

Poison of Confusion

Requires level 13 in this class

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or be subject to the confusion spell for the next minute. A creature under the effects of this poison may repeat the saving throw at the end of their turns, ending the effect on a success. When applied to a weapon, this poison lasts for 1 minute or until you score a hit with the weapon, whichever comes first. 

Poison of Hysteria

Requires level 9 in this class

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoners DC or see hallucinations of your design for the next hour. You decide what the hallucinations look like when you make the dose of this poison. These hallucinations are perceived as real by the creature who sees them. If they try and attack the hallucinations then their mind rationalises why all of their attacks pass straight through them harmlessly. When this poison is applied to a weapon, it lasts for 1 minute or until you score a hit against a creature, whichever comes first. 

Poison of Intoxication

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving thro against your Poisoner's DC or take 1d6 poison damage and become poisoned for 1 hour. Creatures that would normally be immune to the poisoned condition are not immune to it if it is inflicted through this poison. 

Poison of Memory Modification

Requires 13th level in this class

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or be subject to the modify memory spell as if you had cast it.  When this poison is applied to a weapon, it lasts for 1 minute or until you successfully score a hit on a target, whichever comes first. 

Poison of Necrosis

Requires 17th level in this class

A creature hit by an attack from a weapon coated in this poison must make a  Constitution saving throw against your Poisoner's DC. On a success they suffer 2d6 poison damage. On a failure, they drop to 0 hit points. If an unconscious creature is hit by an attack from a weapon coated in this poison, they instead die if they fail the saving throw, and do not take the 2d6 poison damage if they succeed it. When this poison is applied to a weapon, it lasts for 1 minute or until you successfully score a hit with it, whichever comes first. 

Poison of Pain

Attacks made with a weapon coated in this poison deal an additional 3d6 poison damage on a hit. 

Poison of Paralysis

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or suffer 1d6 poison damage and become paralyzed until the end of your next turn. 

Poison of Paranoia

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or become frightened of everything they can see for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. 

Poison of Sleep

A creature hit by an attack from a weapon coated in this poison must succeed on a Constitution saving throw against your Poisoner's DC or fall asleep for 1 hour. A creature may use an action to wake a sleeping creature. 

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