Rogue
Base Class: Rogue

Poison masters are rogues that spent there time learning and perfecting the efficient use and mastery over various toxins and poisons to cause harm or keep a target down and out. 

Toxin and poison mixtures

at 3rd level the rogue has learned to create and master the efficient use of poisons and toxins to create and reuse them far longer then most creatues have learned. you gain prof with a poisoners kit. all poisons made and used by the rogue now can be used up to their prof mod before they are used up. Within an hour of work that can be done during a long rest the rogue can create special poisons and toxins, these mixtures last until you take a long rest or create a new batch. You create a number of poisons equal to your prof mod, these mixtures last for 8 hours when applied to a weapon and lasts until you've hit a target twice before you have to reapply a new one, increased to 3 times at 7th level. At 3rd level you can choose 2 poisons/toxins to use at the start from the basic poisons list, at 7th level you are able to learn more creative poisons, you can pick another at 7th, 9th, 11th, 14th, and 17th level. 
you can also create poisons that last until used instead of over a day, a basic poison requires 10 gold of components and 10 minutes of work to make a single batch, while a intermediate poison requires 35 gold and a hour of work to make a batch. 

you can also modify your poisons using certain components to help deal with natural resistances-

undead slayer- by using 1/4 of a bottle of holy water you can help your poisons have an affect on undead, granting the batch of poison the ability to use its affect against undead. after reaching 9th level your poisons also are considered holy damage for undead fortitude and any affect that is negative towards the undead.

metal melter- using a vial of acid or any simular substance,  you create a batch of poison that can melt tough steel and iron, allowing your damage based poisons to affect constructs as resistance instead of immunity. at 9th level your weakening poison can also work on constructs and causes the creature to temporarly lose its immunity to poison and acid, replacing it iwth resistance.

resistance breaker- using 75 gold of components, you are able to make your poison ignore even the toughest resistances, causing resistance ot poison to be ignored, and immunity to be treated as resistance for that batch. at 11th level you naturally add this to all poisons made at no cost, and can spend the gold to also instead ignore immunity.

poison dc- 8+prof+dex

basic poisons

instant poison- a poison made to deal dmg the moment it enters the targets body, dealing 2d4 poison damage instantly. this damage increases to 3d4 at 7th, 4d4 at 11th.

crippling poison- a poison made to keep a target from running away, the creature must make a constitution saving throw against your poison dc, on a fail save the target is slowed by 10 feet until the end of its next turn. the slow is increased to 20 feet at 7th, 30 to 11th. at 7th level this slow can stack with itself up to twice (up to a 40 feet slow at 7th, 60 at 11th)

weakening poison- a poison that weakens the attacks of a target, the creature must make a constitution saving throw against your poison dc, on a fail save the targets attacks made with str or dex mod take a d4 reduction to hit and dmg until the end of its next turn. at 11th lvl the creature can only make at most one attack that turn.

Fane of knives poison- a poison mixture ment for throwing weapons or projectiles, this poison can cover up to 2 times your prof mod of thrown or projectiles and deals an extra 2d4 poison damage on hit, additionally you can at the cost of 2 uses of this poison throw a whirlwind of hidden blades around you, everything within 10 feet of you must make a dexterity saving throw against your poison dc, taking 4d4 poison damage on a fail, and half on a success.  

Intermediate poisons (usable at 7th level)

lingering poison- a poison that stays in the system to continue harm after the initial effects, after the target is hit with a weapon this poison is on, at the start of its turn it must make a constitution saving throw against your poison dc, on a fail save the target takes d6 poison dmg for each times its been hit with this poison, half on success. the creature can use a action to make a medicine check against your poisons dc to remove this poison from its body. you make use additional charges of this poison on a weapon to add extra stacks of this poison on hit. this poison can stack up to 4 times, 6 at 11th.

Adrenaline toxins- a risky toxin that the user injects into themselves. As a free action,  the user must make a con save against your poison dc, on a fail save they take 6d4 poison damage and have disadvantage on the next attack roll or ability check or save they make, then gain the normal benefits. On injecting yourself your body temporarily pushes itself beyond its limits, you gain the benefits of the haste spell on this turn and can make an additional attack on the extra attack. at the end of the turn the user is stunned on their next turn and spend the next turn afterwards under the poison condition regardless if they have immunity to the condition or not.

thirsting poison- a poison made to cause great harm to the body, on a hit the creature must make a constitution saving throw against your poison dc, on a fail save the target takes your current sneak attack dmg as poison dmg, half on a success. this poison can only be used once before needing to be reapplied.

 Blood rusher- a mixture that utilizes certain poisons to accerate healing at the cost of temporarly weakening the body. the user can spend hit die equal to their con mod (min 1) to heal, adding their con mod to the total. Afterwards they must make a con save against your poison dc, on a fail they are poisoned for a number of minutes equal to the hit die spent.

 

 

Adrenaline toxin

A risky toxin that the user injects into themselves. As a free action,  the user must make a con save against your poison dc, on a fail save they take 6d4 poison damage and have disadvantage on the next attack roll or ability check or save they make, then gain the normal benefits. On injecting yourself your body temporarily pushes itself beyond its limits, you gain the benefits of the haste spell on this turn and can make an additional attack on the extra attack. at the end of the turn the user is stunned on their next turn and spend the next turn afterwards under the poison condition regardless if they have immunity to the condition or not.

Blood rusher

 mixture that utilizes certain poisons to accerate healing at the cost of temporarly weakening the body. the user can spend hit die equal to their con mod (min 1) to heal, adding their con mod to the total. Afterwards they must make a con save against your poison dc, on a fail they are poisoned for a number of minutes equal to the hit die spent.

crippling poison

crippling poison- a poison made to keep a target from running away, the creature must make a constitution saving throw against your poison dc (8+prof+dex), on a fail save the target is slowed by 10 feet until the end of its next turn. the slow is increased to 20 feet at 7th, 30 to 11th. (up to a 40 feet slow at 7th, 60 at 11th)

 

 

Fane of knives poison

 a poison mixture ment for throwing weapons or projectiles, this poison can cover up to 2 times your prof mod of thrown or projectiles and deals an extra 2d4 poison damage on hit, additionally you can at the cost of 2 uses of this poison throw a whirlwind of hidden blades around you, everything within 10 feet of you must make a dexterity saving throw against your poison dc, taking 4d4 poison damage on a fail, and half on a success.  

instant poison

instant poison- a poison made to deal dmg the moment it enters the targets body, dealing 2d4 poison damage instantly. this damage increases to 3d4 at 7th, 4d4 at 11th.

 

lingering poison

 a poison that stays in the system to continue harm after the initial effects, after the target is hit with a weapon this poison is on, at the start of its turn it must make a constitution saving throw against your poison dc, on a fail save the target takes d6 poison dmg for each times its been hit with this poison, half on success. the creature can use a action to make a medicine check against your poisons dc to remove this poison from its body. you make use additional charges of this poison on a weapon to add extra stacks of this poison on hit. this poison can stack up to 4 times, 6 at 11th.

thirsting poison

thirsting poison- a poison made to cause great harm to the body, on a hit the creature must make a constitution saving throw against your poison dc, on a fail save the target takes your current sneak attack dmg as poison dmg, half on a success. this poison can only be used once before needing to be reapplied.

weakening poison

 a poison that weakens the attacks of a target, the creature must make a constitution saving throw against your poison dc, on a fail save the targets attacks made with str or dex mod take a d4 reduction to hit and dmg until the end of its next turn. at 11th lvl the creature can only make at most one attack that turn.

 

 

Noxious gas

at 9th level, you've learned to combine your mixtures with gas, allowing you to expand a 2 charges of a mixture to create a gas bomb. up to 60 feet you can throw this gas bomb out, all targets within a 20 foot circle must make a constitution saving throw against your poison dc, suffering the effects of the poison, the gas then lingers for a minute and the first time someone moves into the gas or starts their turn in the gas must make the saving throw. you can also naturally make these gas bombs without making a batch by expanding 20 gold for a basic poison, and 75 for a intermediate poison over an hour, adrenaline toxic can not be made into a gas bomb.

 

perfected poison

at 13th level, you have perfected one of your basic poisons to utmost perfection, choose one of your basic poisons from the poisons mixture list, you automatically will make this mixture after you finish making your mixtures, and your poison is upgraded into a new stronger poison. up to 3 times per long rest you can cause your poisons to effect even undead and constructs when you affect them with your mixtures.

you've also naturally gained tolerance to poisons, getting resistance to poison and advantage on saving throws against poisons.

instant poison- instant poison now becomes venomous strike, increasing the die to a d6, and adds a extra 2d6 to damage, and up to your prof mod per long rest you may strike with one or dual wield light weapons to instantly strike with this poison twice.

crippling poison- crippling poison can be instead made into paralyzing toxins, on hit the creature makes a con save against your poison dc, on a fail save the creature is paralyzed for 1 minute. the creature at the end of its turn can make a save against your poison dc to end this effect. paralyzing toxins has only one use per charge made instead of the usual up to prof mod charge. 

weakening poison- weakening poison can be instead made into disabling poison, on hit the creature makes a con save against your poison dc, on a fail save the creature has disadvantage on one stat you choose, the creature rolls all attack rolls, checks, and saves with disadvantage that use the chosen stat for a minute, the creature can repeat the save as a bonus action to end the effect. disabling poison has only one use per charge made instead of the usual up to prof mod charge.

fan of knives poison- you can now cover up to 5 times your prof mode of thrown or projectiles, and this poison now can gain the effect of any of your basic poisons. your fan of knives whirlwind can now also use the effect of any basic poison and now deals 4d6 poison damage. 

crippling poison

crippling poison can be instead made into paralyzing toxins, on hit the creature makes a con save against your poison dc, on a fail save the creature is paralyzed for 1 minute. the creature at the end of its turn can make a save against your poison dc to end this effect. paralyzing toxins has only one use per charge made instead of the usual up to prof mod charge. 

fan of knives poison

 you can now cover up to 5 times your prof mode of thrown or projectiles, and this poison now can gain the effect of any of your basic poisons. your fan of knives whirlwind can now also use the effect of any basic poison and now deals 4d6 poison damage. 

instant poison

instant poison now becomes venomous strike, increasing the die to a d6, and adds a extra 2d6 to damage, and up to your prof mod you may strike with one or dual wield light weapons to instantly strike with this poison twice.

weakening poison

weakening poison can be instead made into disabling poison, on hit the creature makes a con save against your poison dc, on a fail save the creature has disadvantage on one stat you choose, the creature rolls all attack rolls, checks, and saves with disadvantage that use the chosen stat for a minute, the creature can repeat the save as a bonus action to end the effect. disabling poison has only one use per charge made instead of the usual up to prof mod charge.

Master of poison and toxins

at 17th level, your master of poisons and toxins has reached a whole new level. you always have your perfected poison ready and can within a minute make your poisons, you can give a creature disadvantage up to your prof mod to your poisons and you now ignore immunity and resistance to poison for your poisons. you can apply your poisons as a free action and can once per long rest for your perfected poison automatically make the creature fail the save and is considered vunerable to the poison damage dealt. 

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