Rogue
Base Class: Rogue

Some serpents slither, some serpents hiss. Some serpents kill with their fangs, with their poisons, with their gaze alone. Some serpents feed upon vermin, fowl, or livestock.

And some serpents feed upon themselves.

As a symbol of both life and death, the Serpent’s Fang makes use of various concoctions to seal the fate of allies and enemies alike. After all, the only difference between panacea and poison is the dosage.

Distilled Draughts

When you take this subclass at 3rd level, you gain proficiency in your choice of alchemist’s supplies, brewer’s supplies, herbalism kits, or poisoner’s kits. When you finish a long rest, you can use your chosen tool to create doses of the following substances.

Abyss Cane

Benign. In low doses, Abyss Cane increases neuron activation within the amygdala, increasing alertness. A creature affected by this substance gains advantage on initiative rolls until it takes a long rest.

 

Malignant. In high doses, Abyss Cane’s heightened neuron activation induces feelings of fear and paranoia. A creature affected by this substance must make a Wisdom saving throw; on a failed save, it perceives all creatures that it can see as hostile for 1 minute.

Benign. In low doses, Blink Root reinforces mental patterns, helping to anchor resistance against magical effects. The first time a creature affected by this substance is forced to make a saving throw within the next minute, it has advantage on the save.

 

Malignant. At higher doses, Blink Root distorts the path of magic throughout the body, interfering with spellcasting. The first time a creature affected by this substance casts a spell in the next minute of a level equal to or less than your proficiency bonus, it must make a Charisma saving throw. On a failed save, the spell fails.

 

Damselite

Benign. In low doses, Damselite decreases activation of the reticular activating system, relaxing the muscles and inducing feelings of calm. A creature affected by this substance gains advantage on saving throws against being frightened or charmed for 1 minute.

 

Malignant. At higher doses, Damselite-induced relaxation can cause inattentiveness, drowsiness, and even total loss of consciousness. A creature affected by this substance must make a Wisdom saving throw. On a failed save, it becomes drowsy, giving it disadvantage on Wisdom checks.

Fox Love

Benign. In low doses, Fox Love lowers the firing threshold of nerve endings, causing them to be much more sensitive. A creature affected by this substance gains advantage on Dexterity checks until it takes a long rest.

 

Malignant. At higher doses, Fox Love increases sensitivity throughout the entire body, causing it to become inflamed with even the slightest injury. A creature affected by this substance must make a Constitution saving throw or become inflamed for 1 minute. The first time each turn an inflamed creature takes damage, it takes 1d6 additional damage.

Knight Shade

Benign. In low doses, Knight Shade’s poison forces the muscles of the eye to relax, dilating them significantly. A creature affected by this substance gains darkvision to a distance of 60 feet until it takes a long rest.

 

Malignant. In high doses, Knight Shade exposes the retina to a dangerous degree, potentially causing blindness. A creature affected by this substance must make a Constitution saving throw or be blinded for 1 minute.

Wyrm Wood

Benign. In moderate doses, Wyrm Wood relaxes the blood vessels and promotes bloodflow throughout the body, which can provide the user with a burst of vigor. A creature affected by this substance gains temporary Hit Points equal to 1d10 + your Rogue level until it takes a long rest.

 

Malignant. Excessive relaxation of the blood vessels causes a significant decrease in venous return, causing blood flow to become sluggish and stagnant. A creature affected by this substance must make a Strength saving throw or have its speed halved for 1 minute.

 

 

Many of your Distilled Draughts require your target to make a saving throw to resist the substance’s effects. The saving throw DC is calculated as follows:

 

Draught save DC = 8 + your proficiency bonus + your Dexterity modifier

 

Each substance has a Benign and a Malignant effect. You can choose which effect to apply when you apply the substance, which can take effect via injury or ingestion. You can create a total number of doses equal to your proficiency bonus, and you choose how many doses of each substance upon completing a long rest. For instance, at 3rd level, you could create two doses of Night Shade, or one dose of Blink Root and one dose of Heart Wood, and choose whether you want the Benign or Malignant effect when you apply it.

If a creature ingests a Distilled Draught, you can choose for its effects to occur at any time within 1 hour of ingestion.

Serpent's Kiss

Also at 3rd level, you can use your bonus action to infuse an object that you can see within 30 feet of yourself with a substance such as a poison or a potion. This can include your Distilled Draughts as well as other potions, such as a potion of healing or a potion of giant’s strength. Substances applied in this way linger until a creature is exposed to them - the first time a poisoned weapon hits a creature, or a poisoned goblet is drunk from, for instance.

Ouroboros

At 9th level, you learn to recoup unused residue from your Distilled Draughts in order to further extend their effectiveness.When you apply a substance’s Benign effect, you can also apply its Malignant effect on the following turn, or vice versa, without expending an additional use of your Distilled Draught.

In addition, you learn to catalyze the transformation of unneeded Distilled Draughts. Once per long rest, you can transmute one of your Distilled Draughts into a different substance as an action.

Midgard's Malice

At 13th level, you learn to further refine your Distilled Draughts to target even the hardiest metabolisms. Creatures take 2d6 poison damage when they fail a saving throw against your Distilled Draughts. Creatures that are immune to poison take 4d6 additional necrotic damage when they fail a saving throw against your Distilled Draughts, as the catabolic processes that allow for the breakdown of these substances generate highly toxic metabolites, which are greatly increased in concentration when metabolized so quickly.

Alternatively, you can refine your Distilled Draughts to heal, granting Hit Points equal to your Rogue level to an affected creature.

Serpent's Kiss

At 17th level, the Serpent’s Kiss can be granted with your last breath. When you would be reduced to 0 Hit Points, you can use your reaction to curse the attacker. At the end of your next turn, the attacker must make a Constitution saving throw. On a successful save, the attacker takes 10d10 necrotic damage. On a failed save, it is reduced to 0 Hit Points.

Once you use this feature, you cannot use it again for 1d6 long rests.

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