Base Class: Rogue
While other rogues skulk in the shadows sharpening their knives and concocting complex assassinations, you know that there is a far easier means to a deadly end. The act of creating and using poisons is often a long and difficult process, but through intense study and secret formulae, you've made the act into a science.
Pernicious Professional
When you choose this archetype at 3rd level, you gain proficiency with poisoner's kit. If you have Additionally, you can craft short lasting poisons incredibly quickly. If you already have proficiency with poisoner's kit, gain expertise, instead.
Expertise
You gain expertise with poisoner's kit.
Proficiency
You gain proficiency with poisoner's kit.
Tossing Toxins
Starting at 3rd level, you can toss the poisons you make with expert precision. As long as you have a poisoner's kit in your possession, you can spend 2 hours during a long rest creating a number of vials of Toxins equal to your Intelligence modifier (minimum of 1). These poisons lose their efficacy after 24 hours, cannot be used by anyone but you, and cannot be sold.
You can use an action to throw a Toxin at a point within 30 feet as an action. The vial breaks when it makes contact with a solid surface, creating a 5-foot-radius sphere of poisonous fog. Roll half the number of Sneak Attack dice for your level (round up). Every creature within the fog must make a Constitution saving throw or take poison damage equal to the rolls' total and become poisoned until the end of their next turn. On a success, a creature takes half damage and is not poisoned.
Starting from 17th level, the range increases by 30 feet and you roll all of the Sneak Attack dice for your level.
The DC for this ability equals 8 + your proficiency bonus + your Intelligence modifier.
Vital Venom
By 9th level, you understand that poison and medicine are but two sides of the same coin. You are immune to poison damage and the poisoned condition.
As part of a short rest, you concoct poisons that negate each other to create a strange brew, provided you have ingredients and a poisoner's kit on hand. You can prepare enough of this brew for a number of creatures equal to your Intelligence modifier. At the end of the short rest, roll your Sneak Attack dice. Any creature who consumed your brew and spends one or more Hit Dice to regain hit points regains an amount of hit points equal to the rolls' total. A creature can't regain hit points from this feature again until it has finished a long rest.
Potent Poisons
Beginning at 13th level, your experience with poisons allows you to create more impressive poisons. The poison damage of Toxins you create ignore resistance to poison damage and treat immunity as resistance.
Undead and constructs immune to poison damage are unaffected by this ability.
In addition, when you finish a short rest, you can regain a number of uses of your Tossing Toxins feature equal to half of your Intelligence modifier (minimum of 1). You cannot use this feature again until you finish a long rest.
Tossing Toxins
Starting at 17th level, you can toss the poisons you make with expert precision. As long as you have a poisoner's kit in your possession, you can spend 2 hours during a long rest creating a number of vials of Toxins equal to your Intelligence modifier (minimum of 1). These poisons lose their efficacy after 24 hours, cannot be used by anyone but you, and cannot be sold.
You can use an action to throw a Toxin at a point within 60 feet as an action. The vial breaks when it makes contact with a solid surface, creating a 5-foot-radius sphere of poisonous fog. Roll your Sneak Attack dice. Every creature within the fog must make a Constitution saving throw or take poison damage equal to the rolls' total and become poisoned until the end of their next turn. On a success, a creature takes half damage and is not poisoned.
The DC for this ability equals (8 + your proficiency bonus + your Intelligence modifier).
Bottled Bane
When you reach 17th level, your poison is among the deadliest in the world. The Toxins you create gain the following properties:
- You ignore immunity to the poisoned condition. Undead and constructs immune to poison damage are unaffected.
- You can reroll any 1s on the poison damage you deal. You must take the new roll, even if the new roll is a 1.
- Creatures that don't have immunity or resistance to poison damage are considered to be vulnerable to poison damage.
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