Rogue
Base Class: Rogue

In a world of overt battles and countless deaths sometimes the best method to gain information or take out an enemy is a subtle poison. Poisoners are rogues that are adept at using the many venoms and toxins that litter the world, using them beyond just harming others. 

Deadly Concoction

3rd-level Poisoner feature

Your innate knowledge of venoms and poisons allows you to make a Deadly Concoction at the end of any long rest. When you this poison you gain uses of it equal to your Intelligence modifier(minimum of 1). The poison has a saving throw DC equal to 8 + your proficiency bonus + your Intelligence modifier. This functions like any other poison for the purposes of coating weapons, ingesting them, or using them in class features for this class. If you use the poison in combat you can have it does the following:

  • Damage. When a creature is hit by this attack they must make a Constitution saving throw or take on a failure 2d6 poison damage, or half as much on a success. This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th.  

If you use this poison while not in initiative you can use it to mimic one of the following spells if you force someone to ingest it: Sleep, Purify Food and Drink, Protection from Poison, Cause Fear, Suggestion, or Poison Spray. You do not need to maintain concentration for these spells, but they only last for one minute unless they have a duration that is shorter than that. 

When you attempt to begin another long rest the poison becomes inert and can no longer be used, until you make another one at the end of this long rest. 

Poison Strike

3rd-level Poisoner feature

Your nimble fingers not only make you a good rogue but an excellent poisoner. Whenever you can make an attack with Sneak Attack you can choose to add a poison to the attack, without using an action. Doing so reduces your sneak attack damage by 1d6, so instead of rolling 2d6 for your sneak attack you would 1d6 instead. 

Poison Savant

9th-level Poisoner feature

Your mastery over poisons has allowed you to not only harm those affected by your dead concoctions but slowly break them down. Each time you poison someone using your Deadly concoction you can add one of the following features: 

  • Weakness. When a creature is hit by this attack it must succeed a Constitution saving throw or reduce all attack rolls they make by 1d6. They can repeat this saving throw at the end of each of their turns. At 13th level, they reduce their attacks by 1d8 instead. 
  • Distraction. When a creature is hit by this attack it must succeed a Constitution saving throw or reduce all of their saving throws and ability checks by 1d4. They can repeat this saving throw at the end of each of their turns. At 13th level, they reduce their saving throws and ability checks by 1d8 instead. 

Additionally, each time they fail their saving throws the take damage from the poison again.

Outside of combat the poison also gains further abilities, now being capable of mimicking the following spells: Bestow Curse, Slow, Feign Death, Confusion, Phantasmal Killer. If these spells can target multiple creatures, casting them using your poison only works on one target. To cast any of these spells you must use a use of your Deadly Concoction, you have a use for these spells equal to your uses of Deadly Concoction with these resetting on a long rest even if your uses of Deadly Concoctions are regained in another fashion.  

Greater Poison Cunning

13th-level Poisoner feature

Your knowledge of the alchemical and poison world has allowed you to make your poisons in record time. You regain uses of your Deadly Concoction at the end of a short rest rather than a long rest. Additionally, no creature can have advantage on saving throws against your poisons, and you can change the damage type of your poisons to necrotic, psychic, or acid damage each time you deal damage with it. 

Killer Recipe

17th-level Poisoner feature

Your innate understanding of poison has allowed you to kill without any trace and leave those hearty enough to survive your poisons to be weakened for the rest of their lives. Whenever you deal damage with a poison the target must make an additional Constitution Saving throw on a failure they take an additional 10d6 poison damage. If you use this poison outside of combat they are incapacitated instead. If they succeed on their saving throw they are poisoned until you long rest, this ignores immunities to the poisoned conditions. 

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