Base Class: Rogue
Poison does quick, grisly work. Whether it's delivered from a dagger in the back, or slipped into a nobles afternoon tea, Envenoms strategically deploy various poisons to quickly and quietly dispose of dangerous or unsuspecting targets. Your rougish training has you focus on how to create and utilize poison's, toxins, and various chemical compounds. As you progress you will become more and more proficient with the knowledge of medicines, natural plants, venoms, and other such toxic concoctions.
Dirty Techniques
At 3rd level you can prepare and deliver deadly poisons, granting you the following benefits:
- *You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of poison equal to your proficiency bonus.
- You know of four different poisons starting at 3rd level. All of which can be deployed as injury , contact, and ingested poisons. When deployed as contact or ingested, the poison lasts up to 24 hours before losing its potency and effect. When used as an injury poison, the coated poison will last up to one hour before wearing off and vanishing.
- When acquiring new poisons found throughout the world, your expertise in poisons allow you to replicate the poisons at half the cost of its value.
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Potent Poison |
When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw(DC equal to 8 + your proficiency bonus + your Dexterity modifier) or take 2d8 poison damage and become poisoned until the end of your next turn. The amount of damage die increases by 1 at 9th and 13th Rogue level. |
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Miasmic Poison |
When a creature comes in contact with the poison, that creature must succeed on a Constitution saving throw(DC equal to 8 + your proficiency bonus + your Dexterity modifier) or have their movement speed reduced by half till the end of your next turn. |
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Duskshade Poison |
When a creature comes in contact with the poison, that creature must succeed on a Constitution saving throw(DC equal to 8 + your proficiency bonus + your Dexterity modifier) on a failed save that creature is blinded until the end of your next turn. |
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Doomhowl Poison |
When a creature comes in contact with the poison, that creature must succeed on a Constitution saving throw(DC equal to 8 + your proficiency bonus + your Dexterity modifier) on a failed save that creature is fightened of you till the end of your next turn. |
Noxious Intentions
Once you take this archetype at 3rd level your poisons start to penetrate deeper and faster, when you make a damage roll that deals poison damage, it ignores resistance to poison damage. Also, when applying a poison to a weapon or ammunition in combat, you can do this as a bonus action, instead of an action.
Corrosive Concoction
At 9th level, you know what hurts your enemies, there is no such thing as immunity to you and your poisons. Creatures with immunity to the poisoned condition can get poisoned by you, but have advantage on their saving throw. If they are immune to poison damage the damage you deal only gets halved. Also hitting an already poisoned creature with a poisoned weapon or ammunition grants you advantage on the attack roll.
Double Dose
Once at 13th level, your mastery in precisely coating your weapons in poisons has allowed you to learn the art of applying two poisons to a weapon or ammunition. You can apply two poisons to a weapon or ammunition equal to your proficiency bonus per long rest. Applying a poison to a weapon or ammunition in combat only requires an object interaction, instead of a bonus action.
In addition, your experience in crafting poisons is unmatched. Your poisons are considered magical and can't be detected by non-magical means.
Toxic Personality
At 17th level your constant exposure to your poisons and toxins has left your body imbued with the trace elements. Over time, this has infused your own lifeblood with the poisons you've created, giving you absolute mastery over poisons and toxins. You gain the following benefits
- Immune to poison damage and the poison condition.
- 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.
- Whenever you deal a critical hit with a weapon or ammunition coated in poison, that creature automatically fails their saving throw and suffers the full effect of the poison.
Previous Versions
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7/11/2022 9:16:16 AM
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