Base Class: Rogue
You focus your training on the development and distribution of poisons. Those who adhere to this archetype have a fascination of the physiological impacts of substances. They may be trained assassins, herbalists, scientists, or entrepreneurs in an illicit trade trying to make a quick buck. Developing and delivering such toxins requires intelligence, stealth, and a tenacity not seen in the typical (or moral) person.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with a Poisoner's Kit and the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses Medicine.
Needle Development
When you choose this archetype at 3rd level, you learn to develop and apply different toxins through this "Needle Development" feature. You have learned how to make your own needles. With this feature you do not run out of ammo for your blowgun with which you are proficient.
Toxins. You have learned to create many different types of toxins. Depending on the chemical and magical properties of the toxin, it will damage a creature in a specific way. The list below is the types of needles you can develop. At level 3 you may only have 3 different types of needles and their toxins at any given time. This number goes up by 2 at every level you gain a roguish archetype feature. You may choose which 3 types of needles you have prepared after every long rest.
| Needle | Damage Type | Description |
| Capsaicin | Fire | The toxin in this needle causes the internal temperature of a creature to rise. |
| Corroder | Acid | This needle is designed to deliver your typical acid. |
| Destroyer | Necrotic | The toxin in this needle destroys the tissue around the impact site. |
| Freon | Cold | This toxin reacts with the blood of a creature to form ice crystals. |
| Luminescence | Radiant | This toxin emits bright bioluminescent light |
| Nerves | Psychic | This toxin attacks the nervous system in a creature. |
| Spark | Lightning | This toxin increases the electrical signals within the creature. |
| Venom | Poison | This needle is designed to deliver your typical poison. |
| Needles below are not capable of carrying any toxin and do not require a CON save. However, their base damage rolls half the number of damage dice as the toxin damage. | ||
| Barbed | Piercing | This needle does extra Piercing damage. |
| Blunt | Bludgeoning | This needle does extra Bludgeoning damage. |
| Serrated | Slashing | This needle does extra Slashing damage. |
Increased Virulence
When a creature is hit with a needle created by your Needle Development feature, they must succeed on a constitution saving throw. On a failed save, they take damage according to the type of needle that they were hit. On a successful save they take half of the damage rolled.
Damage. The base damage of your toxins created by this feature is 2d6. This damage increases by 2d6 for every level you receive a roguish archetype feature (9th, 13th, and 17th levels).
Saving Throws. Each of your toxins require your target to make a constitution saving throw to resist the poison’s effects. The saving throw DC is calculated as follows:
Toxin Save DC = 8 + your proficiency bonus + your Intelligence modifier
Noxious Effects
Starting at 9th level, when you select your needles after a long rest, the number of types needles you may select goes up to 5 until another long rest is taken. You may also forgo choosing a damage type to create needles that apply a specific status condition from the table below. A failed save against your Toxin Save DC causes the condition on the hit creature. A creature may choose to fail this throw.
| Needle | Condition | Description |
| Adrenaline | Frightened |
A hostile creature becomes frightened of you or one ally of your choice for 1 minute.
|
| Bane | Poisoned | The creature becomes poisoned until its next long rest. |
| Daze | Stunned | The creature is stunned until the end of your next turn. |
| Depressant | Exhaustion | The creature gains one level of exhaustion. |
| Disabler | Paralyzed | The creature is paralyzed until the start of your next turn. |
| Optic Taser | Blinded | The creature is blinded for ten minutes. |
| Ossify | Petrified |
The creature becomes restrained. A creature restrained by this needle must make another Constitution saving throw at the end of each of its turns. If it fails its saves three times consecutively, it is turned to stone and subjected to the petrified condition. Any success removes the toxin's affect.
|
| Oxytocin | Charmed |
A non-hostile creature becomes charmed by you or one ally of your choice for 1 minute.
|
| Sedative | Slow |
The creature becomes under the effect of the Slow spell for the next minute.
|
| Stimulant | Haste |
A friendly creature becomes under the effect of the Haste spell for the next minute.
|
| Tranquilizer | Unconscious |
The creature falls unconscious for 1 minute, or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
|
Potency Breakthrough
At 13th level, your experience making toxins has increased their potency. When you hit a target with a needle made from your Needle Development trait or from your Increased Virulence feature you should double your proficiency bonus for the DC.
Saving Throws. Each of your toxins require your target to make a Constitution saving throw to resist the poison’s effects. The saving throw DC is calculated as follows:
Toxin Save DC = 8 + your proficiency bonus + your proficiency bonus + your Intelligence modifier
Also at 13th level, the number of needle and toxin types you may select per long rest increases to 7. Your skills at keeping different substances stable for longer periods of times allows for such growth.
Toxic Supremacy
Starting at 17th level, you become a master toxin development. When you hit a creature that has a resistance to the toxin damage type with a needle created with the Needle Development feature, you ignore that creature's resistance trait and it takes full damage from the needle. When you hit a creature with a needle created with the Needle Development feature, any immunities to damage types are considered as resistances for that needle.
Also at 17th level, the number of needle and toxin types you may select per long rest increases to 9. Your skills at keeping different substances stable for longer periods of times allows for such growth.
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