Base Class: Rogue
You have been surrounded by poisons and venoms so long that their essence has seeped into your very being. You have become another vessel of these deadly solutions, ready to administer them to any you deem necessary.
Poisoned Strikes
Your body exudes a magical poison that coats your weapons and lingers in your foes. Starting at 3rd level, whenever you hit a creature with a weapon attack, it must make a Constitution saving throw against your Poisoner DC (8 + Int + your Proficiency bonus). On a failure, the creature gains one stack of poison. At the end of each of your turns, each creature with any poison stacks takes poison damage equal to your Poisoner Die times the amount of poison stacks they have. (Multiple creatures can be affected at once, and they all take damage at the end of your turn.)
Your Poisoner Die starts as 1d4, but increases at higher levels (1d6 at 7th level, 1d8 at 13th level, and 1d10 at 17th level).
A creature with poison stacks may repeat the Constitution saving throw at the start of each of its turns, removing one stack if it succeeds.
Tricks of the Trade
The time you have spent studying and testing poisons have given you both a tolerance to their effects and a deep understanding of how they are made.
At 3rd level, you gain proficiency in the Poisoner's Kit. In addition, you have advantage on Constitution saving throws to avoid poison damage or the poisoned condition.
Specialized Brewing
Starting at 9th level, whenever you finish a long rest, you can magically create glass daggers filled with one of three specialized poisons. When you hit a creature with one of these daggers, it rolls a save for your Poisoned Strikes, and it suffers one of the following effects based on the poison inside.
- Paralyzing - The target makes a constitution saving throw against your Poisoner DC or becomes paralyzed until the end of your next turn.
- Suppressing - The target makes a constitution saving throw against your Poisoner DC or becomes poisoned for one minute.
- Ravaging - The target makes a constitution saving throw against your Poisoner DC or suffers two more of your poison stacks.
You can make a total of daggers equal to twice your proficiency bonus, and you must state how many of each you make when you make them.
These daggers function similar to a normal one, except that they break once used, regardless of whether they hit or not. Also, the amount of piercing damage they deal increases at higher levels (1d6 at 13th, 1d8 at 17th).
Poison Substitution
You have learned how to manipulate poison to do what you want, when you want it to. Starting from 13th level, whenever you make your glass daggers using your Specialized Brewing ability, you do not have to declare what type each one is.
Poison damage you deal overcomes resistance to poison damage, and poisoned effects you inflict ignore immunity to the poisoned condition. You have resistance to poison damage and immunity to the poisoned condition.
In addition, you can expend one glass dagger to make your next weapon attack deal an extra 1d6 poison damage, and also apply one extra poison stack if the target fails their saving throw.
Master of Poisons
Starting from 17th level, you have infinite uses of the Specialized Brewing ability. You are able to manifest the glass daggers at any time.
In addition, you now ignore immunity to poison damage, and gain immunity to poison damage.
Previous Versions
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