Rogue
Base Class: Rogue

While others seek out martial prowess or strength of spell you spend your time observing nature and how it kills. You have taken up these methods. Poison, Toxin, Acid, Minerals. Your study of them has proven fruitful and you are able to harness them to your benefit. 

As a result of that intense study and careful methodical practice, you combine these elements to achieve a mastery of the most silent way of killing. 

Sometimes seen as cowards, people dedicated to the understanding of venoms and intoxicating elixirs must face death in their own laboratories, in every new attempt at creation and innovation. Crafty and swift hands enable them to find the crucial cores on any creature anatomy. 

As experts in natural and unnatural toxins, Brewer's take advantage of the fragility of life forms to inflict a wide variety of effects.

Subclass Commission: ExTurkConner

Concoction Creator

When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit and the herbalism kit. If you already have proficiency with the poisoner's kit, you gain expertise with it. 

Additionally, crafting poisons takes you half as much time as it normally does for a short or long rest and it may count as downtime for poison crafting purposes. Your skill with concoctions allows your mixes to ignore natural resistances. You add your intelligence modifier to the DC of any poison or concoction you create. 

At level 6, your continued dedication to the craft has seen your abilities grow. You can now craft poisons at a quarter of the normal time and cost. You also learn to include other elements in your mixes. Acid, Holy Water, Toxins, Minerals, Innate Magical constructs. Nothing is safe from your concoctions any longer. Treat creatures with resistance as normal, and creatures with immunity as resistant.

Creative Concoction

Starting at 3rd level, when using a concoction or poison you gain the following benefits:

  • Careful Coating. You can use your bonus action to apply a vial of poison. When you do so you can coat one melee weapon, or up to five pieces of ammunition.
  • Toxin Cloud. When you use a concoction or poison of the inhaled type, you can fill a 10-foot cube with a single dose. This takes one action to complete and the cloud lasts for one minute or until disturbed. Once disturbed, by a creature moving through it, it will last until the start of the Brewers next turn. Any and all creatures moving through that space while the cloud is up will have to deal with the effects of the concoction or poison.
  • Dangerous Ingestion. When using a concoction or poison of the ingested type of damage dice are doubled on the first roll after being consumed.

Concoctions Kiss

At 9th level, through constant self-imposed exposure to various different venoms, toxins, and poisons you have built up an immunity to poison. You are also unaffected by the Concoctions Creator ability of other Brewers. 

Also starting at 9th level once per long rest as a reaction, with a successful intelligence check, you can turn your very bodily fluids into poison. This poison functions as a contact poison. A creature affected by the contact must make a constitution saving throw DC 13 + intelligence modifier. If the subject fails they are affected for 1 minute and will take 2d6 poison damage at the start of each of their turns and will have the poisoned status applied. A successful role will result in half the damage once and not being poisoned. 

Starting at 17th level this can be done twice per long rest and the damage will increase to 4d6 on success.

Covert Concoction

At 13th level when you use your Sneak Attack with a weapon or ammunition that is coated in a concoction you created, you impose disadvantage on the first saving throw made by the target to resist it.

Critical Concoction

Upon reaching the 17th level, the Brewer has become extremely skilled at poisoning an enemy's body. A critical hit is now achieved on a 19 or 20 if a creature is already suffering the results of a concoction. The critical hit results in the normal doubling of damage dice but also doubles the lingering damage dice of any inflicting concoctions (At the start of the creatures next turn as normal)

Brewer Image

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