Rogue
Base Class: Rogue

You honed your skills on applying poison to damage or influence your enemies and have learned to secure yourself from poisons. You are also an expert in blowguns. 

Blowgun Specialist

When you choose this archetype at 3rd level, you gain proficiency with blowguns. Additionally when you use a blowgun as your weapon it has the finesse trait.

You can spend 1 hour using your thieves tools to create a blowgun as part of your long rest.

When you reach 5th level of this class, when you use the long range of a Blowgun, you don't get disadvantage.

Poison specialist

At 3rd level, you gain an the ability to create poisons. When you finish a long rest, you spend an hour of the rest, crafting poisons, you can choose a variety equal to your intelligence modifier (minimum 1).

You can use the bonus action granted by your Cunning Action to apply your poisons to weapons or ammunition a number of times equal to double you proficiency from the variety you chose during your long rest. After being apllied the poison lasts for 1 minute before drying. When you apply you poison to ammunition you can use 1 poison to apply the poison to 10 pieces of ammunition.

Some of your poisons require your target to make a saving throw to resist the poison's effects. The saving throw DC is calculated as follows: 

Poison save DC is 8 + your proficiency bonus + your Intelligense modifier

 You gain resistance against poison damage and immunity to the Poisoned condition.

Basic Poison

A creature subjected to this poison must make a Constitution saving throw. The creature takes poison damage equal to your sneak attack on a failed save, or half as much damage on a successful one.

Blinding Poison

A creature subjected to this poison must succeed on a Constitution saving throw or become blinded for 1 minute.

Corrosive Poison

A creature subjected to this poison must make a Constitution saving throw. The creature takes acid damage equal to half your sneak attack (rounded up) on a failed save, or half as much damage on a successful one.

Deafening Poison

A creature subjected to this poison must succeed on a Constitution saving throw or become blinded for 1 minute.

Fear Poison

A creature subjected to this poison must succeed on a Wisdom saving throw or become frightened by you for 1 minute, or if you are concealed, by another target within 15 ft of the creature.

Inhibiting Poison

A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 minute.

Love Poison

A creature subjected to this poison must succeed on a Wisdom saving throw or become charmed by you for 1 minute, or if you are concealed, by another target within 15 ft of the creature. If the creature takes damage it can repeat the save.

Paralytic Poison

A creature subjected to this poison must succeed on a Constitution saving throw or become Paralyzed for 1 minute. The creature can repeat the save at the end of its turn.

Sleep Poison

A creature subjected to this poison must succeed on a Constitution saving throw or fall unconscious for 1 minute.

Stunning Poison

A creature subjected to this poison must succeed on a Constitution saving throw or become stunned for 1 minute. The creature can repeat the save at the end of its turn.

Weakening Poison

A creature subjected to this poison must succeed on a Constitution saving throw or fall prone for 1 minute, and cant stand up. The creature can repeat the save at the beginning of its turn.

Invisible Blowgunner

Starting at 9th level, when you make an attack with a blowgun while hidden; if the attack misses you remain hidden; if the attack hits, the target must make a Wisdom (Perception) check contested by your Dexterity (Stealth) check, on a fail you remain hidden.

Expert Toxicologist

Starting at 13th level, you have learned to identify and recreate poisons. You can spend 10 minutes studying a poison you have collected to learn its properties and may add it to the variety of poison you prepare after a long rest. Additionally if you are subjected to a poison, you may make a intelligence check to try and identify the poison, the DC is equal to the DC to resist the poison, 10 if there is none, if you succeed you may add that poison to the variety of poison you prepare after a long rest.

All your poisons works like injury poisons in how they are transmitted to victims.

Explosive Darts

Starting at 17th level, when you hit a creature with a poisoned dart from your blowgun, you can use your reaction to make the dart spew out the poison in a cloud around the target, each creature within 15 feet of the target must make a constition save or be subjected to the effect of the poison.

Previous Versions

Name Date Modified Views Adds Version Actions
12/12/2023 3:00:51 PM
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