Base Class: Rogue
The grave robber has lived on the fringes of society and among the dead. This roguish character was often paid to find corpses for necromancers and less-than-ethical surgeons. However, they soon found that the dead hold their own secrets and riches. The grave robber uses their expertise of tomb raiding and their knowledge gleaned from magical and medical patrons to assist their adventuring party with quasi-magical poisons designed to weaken their foes and make it all the easier to harvest more ingredients.
Tomb Raider
By 3rd level, you have become familiar with a variety of dangers you would normally encounter in a tomb, and how to use those resources to your advantage. You gain proficiency in perception and investigation, and expertise if you already have proficiency. You also have advantage on any check to notice, disarm, or evade traps.
Waste Not
Starting at 3rd level, you use knowledge gathered from undead you’ve encountered to make unique alchemical poisons from the bodies of the dead. You gain proficiency with alchemist supplies and poisoner's kit. Discuss with your DM to determine how precisely you retrieve your ingredients for these poisons. You can prepare a number of poisons per long rest equal to half your level rounded down. The saving throws for each of these are equal to 8 + your INT modifier + your proficiency bonus. It takes a bonus action to apply a poison to a weapon or piece of ammunition. The poison remains on the weapon or ammunition for a minute or until the weapon or ammunition hits a creature.
List Of Poisons
NERVEBIND POISON: The creature must succeed a CON saving throw or become paralyzed for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
MINDFOG POISON: The creature must succeed a CON saving throw or have disadvantage on its next attack roll, ability check, or saving throw.
GRAVEWALK POISON: The creature must succeed a CON saving throw or take 4d6 poison damage (half damage on a successful save).
BONEBREAK POISON: The creature must succeed a CON saving throw or be knocked prone and unable to get up. The creature can make a saving throw at the end of each of its turns, ending the effect on a success.
FLESHSEAR POISON: The creature must succeed a CON saving throw or the next time the poisoned creature is hit with an attack, the creature has vulnerability to all of that attack’s damage.
SUNBANE POISON: The creature must succeed a CON saving throw or be blinded for one minute. The creature can make another save at the end of each of its turns, ending the effect on a success.
PLATESNAP POISON: The creature must succeed a CON saving throw or have a -2 to their Armor Class for one minute. The creature can make a saving throw at the end of each of their turns, ending the effect on a success.
GUTWRENCH POISON: The creature must succeed a CON saving throw or the creature must spend its action on its next turn retching and reeling.
SLEEPSAP POISON: The creature must succeed a CON saving throw or gain one level.of exhaustion. The creature may make a saving throw at the end of each of their turns, ending the effect on a success.
LIMBSEIZE POISON: The creature must succeed a CON saving throw or have their speed reduced by half. The creature may make a saving throw at the end of each of their turns, ending the effect on a success.
Grim Determination
At 9th level, your poisons become much more effective. You can choose one additional effect for each poison you create
--This poison also applies the Poisoned condition to the target for one minute or until the target succeeds a CON save at the end of their turn
--This poison deals 4d6 poison damage in addition to its normal effects
--This poison remains for an hour until used instead of a minute
--This poison causes this effect for the next two hits instead of the next hit
--This poison can be applied twice per vial instead of once
--This poison can be dispersed as a gas instead of applied to a weapon. It has the same stats as if casting the stinking cloud spell, but with the chosen poison's ability instead of stinking cloud's ability.
--this poison can bypass immunity to poison
--this poison has the effects of another poison on the Waste Not list in addition to its normal effect(the poisons effect the creature at the same time, not stacked)
Grave Fortitude
At 13th level, your grim work has made you accustomed to the threats of working in tombs. You gain darkvision with no maximum range, immunity to poison damage and the poisoned condition, and while in dim light or darkness you do not provoke attacks of opportunity.
Bury Them
At 17th level, you become a force that sends people to the grave while staying out of it yourself. You may pick two abilities from the Grim Determination table for each poison you create. You also gain resistance to necrotic damage and become immune to diseases.
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