Rogue
Base Class: Rogue

You focus your training on the grim art of death via poison. Those who adhere to this archetype are diverse: hired killers, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth and poison help you eliminate your foes with deadly efficiency. 

Poisoner Attacks (Spellcasting)

When you reach 3rd level, you gain the ability to use Poison Attacks. See Spells Rules for the general rules of spellcasting to see how your Poison Attacks will work. You are limited to selecting Poison Attacks (spells) that begin with the word POISONER from the Spells Listing in the wizard spell list.

Non-Limited Poisons (Cantrips)

You learn how to craft three level 0 Poison Attacks (cantrips of your choice from the wizard spell list). You learn another level 0 poison of your choice at 10th level. These poisons are quick and easy to produce from many materials allowing you unlimited quantities.

Potent Poison Slots

You can use the Doses slots listed on the Poisoner Poisons Known table to show how many doses of potent poisons you can make of 1st level and higher. To attack with one of these Poison Attacks, you must expend a slot of the Poison Attack’s level or higher. You regain all expended slots when you finish a long rest.

Poisons Known of 1st-Level and Higher

You know three 1st-level poison attacks of your choice.

The Doses Known column of the Poisoner Poisons Known table shows when you learn more Poison Attacks of 1st level or higher. Each of these Poison Attacks must be of a level for which you have doses (spell slots). For instance, when you reach 7th level in this class, you can learn one new Poison Attack of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the Poison Attacks you know with another Poison Attack of your choice from the spell list that begins with the word POISONER. The new Poison Attack must be of a level for which you have doses (spell slots).

Spellcasting Ability

Intelligence is your spellcasting ability for your potent poisons, since you learn your poisons through dedicated study and memorization. You use your Intelligence whenever a poison refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a potent poison you attack with and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Poisoner Poisons Known Table

Rogue

Level

simple Poisons (Cantrips)

Known

Potent Poisons

Known

— Doses (Spell Slots) per Poison (Spell) Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Poisoner Feat

You can prepare and deliver potent and deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Poisoner Ambush

Starting at 13th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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