Rogue
Base Class: Rogue

Stalkers are known for their patience and persistence. hence the name. they employ stealth, subterfuge and a vast knowledge of poisons to deliver devastating blows and vanish before a soul realizes anyone was there.

Tools of the Trade

Starting at 3rd level, you have begun to focus your skills in the tools that would become part of your job. you gain proficiency in Disguise Kit and Poisoner's Kit.


whenever you finish a long rest, you can spend 50 GP and create a number of doses of poison = your Proficiency bonus. these doses are unstable and loose their affect by the time you finish your next long rest.


you will encounter occasions when one of your abilities forces a creature to make a saving throw. The DC for these saves will be referred to as your Toxin DC

Ambush Predator

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Toxicologist

Starting at 9th level, you have spent considerable time studying your poisons that you have altered them to be more functional and deadly. Any poisons you create are now Neurotoxins. instead of affecting the body, these toxins directly affect the brain of the target. causing various debilitating effects based on your choice. any save made against your Toxin DC is now an intelligence save. any poison damage you deal is now acid damage.


you can use your toxins as either ingestion or injury toxins, in the following ways. in addition to it's use from your Tools of the Trade Feature. choosing the effect it takes when you apply it.


  • Sleep toxin on a failure, target falls unconscious for 1 hour or until it takes any damage. you can spend additional doses to increase the duration at the rate of 1 hour per additional dose spent.
  • Disabling toxin on a failure, target is blinded and deafened for 1 minute. it can repeat the saving throw at the end of each of it's turns. ending the condition early on a successful save.
  • Debilitating toxin on a failure, you can strip 1 damage resistance or immunity of the target for 1 minute
  • Mnemonic toxin with the combination of this toxin and manipulation tactics, you can mess with the memory of a creature. on a failure, you can alter a memory of an event that took place no more than 24 hours earlier. the creature must be able to hear and understand you.
  • Antitoxin you have designed this toxin a way that will overpower and protect the target against any other poisons affecting them. for the next hour, the target becomes immune to poison damage, the poisoned and the paralyzed condition.

Unpredictable

Starting at 9th level, when a stealth check you make beats a perception check made to spot you or the passive perception of a creature by a margin of 5, that creature is considered as surprised for you.

Wolf Among Sheep

Starting at 13th level, you can cast the disguise self spell a number of times equal to your Intelligence modifier per long rest. when you do so, you are able to disguise yourself as a humanoid creature you have seen in the past 24 hours. if you have interacted with that creature for at least 10 minutes, you are able to mimic their voice and mannerisms, and have advantage on any charisma checks made to pass off the disguise.

Ghost

Starting at 13th level, you can cast the Etherealness spell on yourself at it's lowest level once. you must finish a long rest to be able to do so again.

Virulence

Starting at 17th level, whenever you attack a creature with one of your toxins, you are able to cause a deadly reaction with the chemicals in its body and deal lethal damage. when you hit a target with an attack that has one of your toxins applied, it must make a constitution save. on a failure, double the attack's damage.

Adrenaline Spike

Starting at 17th level, you are able to use one of your toxins to gain a needed edge in a time of need. as a reaction at any time, you consume one of your toxins and cause a surge of adrenaline in your body. for the duration of 1 turn, time stops around you and you can act freely. however this takes a heavy toll on you. you gain 2 levels of exhaustion when you use this feature and cannot use it again until those exhaustion levels have been removed.

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