Rogue
Base Class: Rogue

The Noxious Knife uses their wits, careful planning, and a steady hand to brew deathly poisons, mind numbing toxins and paralyzing concoctions. These death dealers revel in not only crippling their opponent, but capitalizing on the opportune moment to strike the enemy while they are already down. No mercy comes to those who have the unfortunate meeting with a Noxious Knife. They are already dying, they just don't know it yet.

Twin Fangs

3rd-level Noxious Knife feature

 

You expose weaknesses in your opponent as they grow tiresome in the fight. Looking for most opportune moment, you strike them where it hurts most. These precise attacks are possible as you engage your enemies in battle, and come from building up Combo Points. 

Combo Points - You can have a maximum of 5 combo points at a time.

  • Gain 1 combo point on a successful weapon attack
  • Gain 1 combo point when a target fails a saving throw to being subjected to an effect of a poison, or to remove the poison.
  • A maximum of 2 combo points total can be earned per round.

Envenom (3CP) - An attack that will raise the save DC of the next poison saving throws the target makes for a number of turns equal to a Combo die, by an amount equal to your proficiency bonus. 

Shiv (5CP) - An attack that will compound the damage your poisons deal to their target.

- If the target is taking per-round damage from the poison, this attack will compound the next number of turns equal to a Combo die, of damage into the next instance of poison damage dealt.

- If the target is not under the effects of per-round damage, this attack will add an extra amount of damage die, amount equal to a Combo die, to the next instant poison damage dealt to the target. Can be applied to this attack if the attack is made with a weapon that has a poison applied to it.                

Chemical Connoisseur

3rd-level Noxious Knife feature

 

As a practitioner of the slow death, you have learned not only how to make poisons, but also are able to determine the makeup of poisons that others have crafted as well. Practice has also allowed you to become more efficient when using poisons in fast paced scenarios. 

  • You gain proficiency with the Poisoners Kit
  • You gain ADV on INT(Investigation), and INT(Arcana) checks when examining poisons. You can learn the materials used, damage type, how potent it is (damage of it), and any additional effects or statuses it would cause.
  • As part of your Cunning Actions skill, you can now apply poisons as a bonus action on your turn. Applying a poison can be to a weapon, trap, throwable, or other improvised devices.

Malignant Manipulator

3rd-level Noxious Knife feature

 

Being a professional in your field, you have greater control over the poisons that you concoct. Altering the physical, as well chemical makeup of poisons to trigger and disrupt your targets as you please.

Damage type - When you craft a poison, you can choose to keep the original damage type or alter it to a new one.

  • Acid - You alter the poison to cause a burning sensation under the creatures skin. It makes them crawl in discomfort and possibly cause minor burns or blistering boils.
  • Necrotic - You alter the poison to chemically bind to the targets own blood cells, deteriorating, rotting them from the inside.
  • Psychic - You alter the poison to target the receptors in the creatures brain. Shutting down any messages from being sent or processed. Forcing the creature into submission as it no longer has proper brain function.

When you want to craft a poison with a new damage type, the DC for the crafting process increases by +1. As altering the chemical makeup of the poison is not easily done.

Application Method -  When you craft a poison you can choose what the physical form of it will be. These different forms affect how the poison is applied to your victims

  • Contact - This poison can be applied to surfaces and will remain potent until touched or washed off. When it comes into skin contact on a creature, the creature is then subjected to the poisons effect.
  • Injury - This poison can be applied to any weapon, trap, or device that deal slashing or piercing damage. This poison will activate when it is entered into a creatures bloodstream via wound.
  • Ingested - This poison must be consumed by a creature in order to take effect. 1 full dose is needed for full effect, any less than 1 full dose can have diminishing returns determined by the DM.
  • Inhaled - This poison can be a gas, aerosol, or powder that gets blown into a creatures face. The poison will linger in a 5ft cube and affect all creatures in the area and gradually spread through an area or room. The cloud will quickly dissipate once it has taken effect on a creature(s). Holding ones breath does not render them immune to the poisons effect as it can absorbed through nasal membranes, tear ducts, and other parts of the body.

Expert Exploiter

9th-level Noxious Knife feature

 

When a creature is under the poisoned effect, you take the upper hand in their moment of weakness to dispatch them quicker than the poison can kill them. If somehow they don't die to your blade then you ensure the poison WILL finish the job.

  • When a creature is under the poisoned effect, you gain ADV on your weapon attacks against them. Additionally, the first time you successfully attack a target in combat that is poisoned will be an automatic CRIT if you are within 5 Ft of the target. These CRIT attacks are unique to each creature you are in combat with.
  •  When a creature is under the poisoned effect, the first time you deal your Sneak Attack damage to the creature you will de-buff their defenses for the current attack and until the start of your next turn. If the target creature has resistance to the poisons damage type, then they will lose that resistance. If the target creature is not resistant to the poisons damage type then they will gain vulnerability.

  • When you attempt to poison a creature that is immune to the poisoned effect, it is not entirely negated as your toxins are so potent that it send their body into shock. The target creatures body seizes and locks up. The creature is restrained until damage is dealt to it, or it succeeds a saving throw at the end of its turn equal to the poisons original save DC.

Toxin Aficionado

13th-level Noxious Knife feature

Your efficiency, and devotion to learning the art of a slow death has lead you to branch out and create something that is entirely your own. Pushing the boundaries of chemistry, you can create and extract additional effects from the poisons created.

  • You gain Expertise with the Poisoners Kit
  • When you spend time to craft a poison, you can choose to spend an additional hour crafting to attempt to add a secondary effect to the poison or replace the original effects of the poison for a stronger secondary effect. When you do this the crafting DC increases and the creature exposed to the poisons secondary effect retains the original save DC. There are also 2 secondary effects that are specific to the inhaled type poisons only, and inhaled poisons can only gain these 2 effects. The intensity of the effect varies based on quality of materials used, and DM's discretion. For now this is experimental and the secondary effect created will randomly rolled for on the chart.

Secondary Effects -

  1. Charmed 
  2. Sleep 
  3. Paralyzed 
  4. Enraged 
  5. Hallucinate/Frightened 
  6. Anti-heal

Inhaled Secondary's

  1. Cloud of Choking 
  2. Cloud of Darkness 

 

  

Anti-heal

Creatures with this condition cannot recover health by any means.

If Secondary effect - Duration of this effect can range from, 6 seconds to 30 seconds.

If Primary effect - Duration of this effect can range from, 30 seconds to 2 minutes.

Charmed

  • The target creature has ADV against the saving throw if they were damaged in the application of this effect.

If Secondary effect - Duration of effect can range from, 1 minute to 30 minutes.

If Primary effect - Duration of effect can range from, 1 hour to 12 hours.

Cloud of Choking

Each creature that is completely within the cloud at the start of its turn spends its action that turn retching and reeling. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

If Secondary effect - Duration of the effect persists for, 1 minute and takes up a 5 Ft radius sphere in space.

If Primary effect - Duration of the effect persists for up to, 10 minutes and takes up to a 20 Ft sphere in space.

Cloud of Darkness

Darkness fills an area for a duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If Secondary effect - Duration of the effect persists for, 1 minute and takes up a 5 Ft radius sphere in space.

If Primary effect - Duration of the effect persists for up to, 10 minutes and takes up to a 20 Ft sphere in space.

Enraged

This effect causes the target to go into a wild rage. During their fit, they will continuously attempt to attack the closest creature to them. Regardless if they were for or friend.

If Secondary effect - Duration of effect can range from, 18 seconds to 1 minute.

If Primary effect -  Duration of effect can range from, 1 minute to 5 minutes.

Hallucinate/Frightened.

When the poison is applied, it causes the target to hallucinate its deepest fears in the place of other creatures nearby. The next time the target is hit with an attack, the target will be frightened of the creature that hit it.

If Secondary effect - Duration of the effect can range from, 6 seconds to 30 seconds.

If Primary effect - Duration of the effect can range from, 30 seconds to 2 minutes.

Paralyzed

If secondary effect - Duration of effect can range from, 18 seconds to 1 minute.

If Primary effect - Duration of effect can range from, 1 minute to 5 minutes.

Sleep

If Secondary effect - Duration of effect can range from, 1 minute to 30 minutes.

If Primary effect - Duration of effect can range from, 1 hour to 12 hours.

Master of Blights

Having achieved the pinnacle in your line of work. You earned the title of master. You perfected your experimentation to where you now know how to extract the best of all poisons for their secondary effect. Your poisons are so potent now that they cannot be removed outside of magical methods, and also only require half a dose in order to achieve a full effect.

  • You only need to use a 1/2 dose of poison to achieve the effect that a full dose would normally trigger.
  • You can now choose the secondary effect created in a poison when experimenting the crafting learned from the Toxin Aficionado Feat.
  • The victims of your poisons can no longer shrug off the effects that have encumbered them due to succeeding saving throws. The status effects applied to them will last 100% longer. Up to an additional 24 hours at maximum.

Comments

Posts Quoted:
Reply
Clear All Quotes