Base Class: Rogue
The Venomous Fang is a highly feared crime syndicate that combines stealth and subterfuge with deadly poisons. Joining the Fang is almost as dangerous as crossing the cult-like group. Recruits are taught how to make the infamous Venomous Fang poison, and then they are forced to ingest the concoction. Those that survive become members, and many say the experience changes people into something much more dangerous.
Snake Bite
At 3rd level, as a hardened member of the Venomous Fang, all of your weapons are laced with dangerous poison. Whenever you make a sneak attack, your target must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your Proficiency bonus) or become poisoned for a number of turns equal to your proficiency bonus.
You are now always able to use a sneak attack against a poisoned creature (Sneak Attack is still only once per turn) and poisoned creatures within 30 feet of you cannot restore hit points while poisoned.
Initiated
When you choose this archetype at 3rd level, you have survived the harrowing initiation ritual to become a member of the Fang. You now have resistance to poison damage and immunity to the poisoned condition. If you already have resistance to poison damage, you instead become immune.
In addition, as part of your acceptance into the Fang, you have been shown how to make poisons that are far more potent than those used by the common riff raff. Creatures with a resistance to poison take normal damage from any poison damage source you control as if they had no resistance, and creatures immune to poison take half damage as if they had only a resistance to poison. Your poisons also bypass resistances and immunity to the poisoned condition.
Scales of the Cobra
Starting at 9th level, as an initiate of the Venomous Fang, you have been given a pouch of poison-infused caltrops to throw in your enemies path. Perfect for a quick getaway or for a tactical ambush. As a bonus action, you can throw your poisoned caltrops at an area up to 15 feet away, the caltrops cover an area of 20 square feet.
This area counts as difficult terrain. Creatures that move through this area must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your Proficiency bonus) or become poisoned for a number of turns equal to your proficiency bonus. Creatures moving through this area take 1d4 + Proficiency bonus poison damage for every 5 feet covered as they move. You may use this ability a number of times equal to your proficiency bonus per long rest.
Parting Poisons
Starting at 13th level, your poison is always on hand, and can be used for a quick escape. Whenever you Disengage with a creature, you use the opportunity to hit your foe with some of your poison - Either in a lingering cloud of smoke, a pocketful of toxic dust, or a splash from a vial.
The creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your Proficiency bonus) or take 2d6 poison damage and become poisoned for a number of turns equal to your proficiency bonus. If the creature is already poisoned, they cannot take reactions until the start of their next turn.
Death Venom
Starting at 17th level, you have perfected your special brew of poison. Creatures within 30 feet of you suffering from the poisoned condition take 1d6 poison damage at the beginning of their turn for each turn they have been poisoned. The duration of the poisoned condition that you inflict on creatures now lasts for a number of turns equal to twice your proficiency bonus.
Whenever you successfully damage a creature, that creature must make a Constitution saving throw (DC = 8 + your Dexterity modifier + your Proficiency bonus) or become poisoned for a number of turns equal to twice your proficiency bonus. If the creature is already poisoned, you deal an additional 4d6 necrotic damage to them.
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