Rogue
Base Class: Rogue

While some Rogues make use of blades or arrows, there are some who are more known for their toxins. Vipers use their alchemical knowledge to create unique poisons to weaken their enemies in many different ways. Vipers wait for the right moment, delivering their poisons at the most opportune time, and making their escape before anyone even knows what happened. 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with alchemist's supplies and the poisoner’s kit.

Venomous

At 3rd level, you have learned to craft a number of different poisons, and may use them to apply additional effects to your weapon attacks. Once you finish a long rest you can create a number of poisons of your choice equal to your proficiency bonus (see "Venomous Options" below).

Once per turn, when you make a weapon attack, you can apply one of these poisons to your weapon as part of the same attack. You can use this feature a number of times equal to your Intelligence modifier and regain all uses after a long rest. 

If the poison forces the target to make a saving throw, your save DC is equal to 8 + your proficiency bonus + your Intelligence modifier. If these poisons have lasting effects, they last for 10 minutes, or until the target makes a successful saving throw to end the effects.

Delayed Reaction

At 9th level you have learned where and when to use your poisons. As an Action you can make a Dexterity (Sleight of Hand) check to imbue items such as food, drink, medicine, or other everyday items (at the DM's discretion) with your poisons. These poisons remain potent for 1 hour, and when the poisons are activated, the target makes the saving throw required by that poison, and on a failed save takes your sneak attack damage in addition to the normal affects of your poison. On a successful save it takes half damage, and resists the other effects of the poison.

Poison Proof

At 13th level, you have been exposed to so many toxic materials that they no longer have any affect over you. You gain immunity to Poison and advantage on all Constitution saving throws.

Pestilence

Beginning at 17th level, your poisons have become extremely difficult to resist. When a creature succeeds on a saving throw to resist your poisons, you can use your reaction to make them re-roll the saving throw with disadvantage. 

Once you use this feature, you cannot use it again until you finish a long rest.

Venomous Options

The Venomous feature lets you chose different poisons to prepare. The options are presented here in alphabetical order.

If the poison forces the target to make a saving throw, your save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Alarming Poison

This poison causes an overload of adrenaline in the creature. The target must make an Intelligence saving throw or take 2d8 Psychic damage and be frightened of you. On a successful save the creature takes half damage and is not frightened. A frightened creature can repeat this saving throw at the end of its turn, ending the condition on a successful save. 

The psychic damage increases when you reach certain levels in this class: 3d8 at 9th level, 4d8 at 13th level, and 6d8 at 17th level.

Disorienting Poison

This poison confuses the target, making it harder for them to focus. A creature targeted by this poison that is concentrating on a spell has disadvantage on the saving throw to maintain concentration as a result of this attack. 

Festering Poison

This poison lingers in the wounds caused by your attack. At the beginning of each of the targets turns, it takes 2d4 Acid damage. The target can make a Constitution saving throw at the end of each of its turns to end this effect. 

The damage caused by this poison increases at certain levels in this class: 2d6 at 9th level, 2d8 at 13th level, and 2d10 at 17th level.

Hallucinating Poison

This poison alters the targets perception of reality. The target must make an Intelligence saving throw. On a failed save, you create a hallucinatory object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target. The hallucination includes sound, temperature and other stimuli. The target treats the hallucination as if it were real and rationalizes any illogical outcomes from interacting with the hallucination.

The target can use its action to make an Intelligence (Investigation) check against your save DC, on a successful check the target realises the nature of the illusion.

Lethargy Poison

This poison affects the targets motor control. The target must make a Constitution saving throw. On a failed save the target's speed is halved, it can't take reactions, and it must chose between either an action or bonus action on its turn. The target can repeat this saving throw at the end of each its turns, ending the effect on a successful save. 

Obscuring Poison

This poison affects the target's ocular senses. The target must make a Constitution saving throw or take 2d8 Radiant damage and become blinded. On a successful save the target takes half damage and is not blinded. At the end of each of the target's turns it can repeat this saving throw. On a successful save the creature is no longer blinded.

This poisons damage increases at certain levels in this class: 3d8 at 9th level, 4d8 at 13th level, and 6d8 at 17th level.

Rabid Posion

This poison fills the target with an uncontrollable rage. The target must make a Wisdom saving throw. On a failed save, during the targets next turn it must move directly towards the nearest creature and use the Attack action against that creature.

If you have your Extra Attack feature, you can choose whether to use it for this frenzied attack. If more than one creature is equally near to you, roll randomly to determine your target. Once the attack is resolved, the target can repeat this saving throw, ending the effect on a successful save.

Revolting Poison

This poison causes sickness in the target. The target must make a Constitution saving throw. On a failed save the target takes 2d8 poison damage, and is poisoned. On a successful save the target takes half damage and is not poisoned. The target can repeat this saving throw at the end of each of its following turns, on a successful save it is no longer poisoned. 

The damage from this poison increases at certain levels in this class: To 3d8 at 9th level, 4d8 at 13th level, and 6d8 at 17th level.

Withering Poison

This poison affects the targets muscles. The target must make a Strength saving throw. On a failed save, the creature has disadvantage on any attacks, ability checks, or saving throws that rely on Strength. The target may repeat this saving throw at the end of each of its following turn, ending the effect on a successful save. 

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