Base Class: Rogue
The Runic Poisoner is no fool. Blessed with a mind for murder and magic, they use their sharp wit and their knowledge to push and pull at the threads of the arcane. Carrying out assassinations for corrupt politicians above them, their studies of the body have allowed these highly trained killers to become ruthless adversaries to all those who speak out against their benefactors. Usually blessed with a silver tongue and winning charm, these high society killers are never to be trusted.
Poisoner Prodigy
At 3rd level you gain proficiency with the poisoner's kit.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots
The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Noxious Bomb
Upon reaching 9th level, you have honed your control for the arcane well enough to store poisonous magic for later use.
Once per long rest you are able to create and store a bead of magic that you may shatter for later use. By performing a 1 hour ritual you can create a pearl of arcane energy the size of a small button. The pearl glows with a soft light of varying color. For the purposes of combat the bead counts as a simple weapon with the properties of, light, thrown (30/90), and finesse. You are proficient with the bead.
As a bonus action you can either crush the bead in your hand or throw the bead within the range (30 with perfect accuracy, 90 with DM choice) causing a noxious cloud of poisonous gas to erupt from the point of the pearl. The cloud of gas is a cylinder with a 10 foot radius and 20 foot height. Creatures that enter the cloud or start their turn within the clouds body must make a Constitution saving throw equal to your spell save DC. Every time a creature enters or starts their turn within the cloud, they must repeat the save. Upon a failure the creature takes 3d8 poison damage and is poisoned. A creature that is successfully poisoned takes 1d8 poison damage upon the start of their turns for 1 minute. When a creature that is already poisoned fails the save again, the 1 minute timer on their poisoned condition resets.
The cloud can not distinguish from friend or foe, meaning if you or any party members enter the effected area, they or yourself must make the Constitution save.
The area where the cloud resides counts as a heavily obscured area, similar to Fog Cloud, for all creatures who have no ability to ignore such an effect. However, for the Arcane poisoner, the area counts as lightly obscured.
Only 1 bead can be held at a time, meaning you can never have more than 1 on your person.
-Starting at 13th level, you are able to create and store 2 Noxious Bombs.
-Starting at 17th level, you are able to create and store 3 Noxious Bombs.
Versatile Trickster
At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.
Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
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