Base Class: Rogue
You specialise in the craft and application of poisons, toxins, and other noxious hazards. Poisoners are experts at the administration of their deadly concoctions- be it by blade or toxic fume.
Toxic Blend
At 3rd level you learn how to craft and apply deadly poisons that have varied effects on their victims.
Learning Poisons
You can learn a number of poisons equal to your proficiency bonus. Additionally, during a long rest you can choose one of the poisons you know and replace it with another that you could learn at your current level. If a poison recipe has prerequisites, you must meet them to learn the recipe. You can learn the recipe the same time that you meet its prerequisites. A level prerequisite refers to a level in this class.
Using Poisons
You can use any poison you have learned up to a total of times equal to your rouge level halved (minimum of two.) To regain expended poisons, you must first complete a long rest. Poisons are used either by applying them to a weapon that deals piercing or slashing damage as a bonus action or by throwing the poison as part of an Attack action. The method of using a poison is listed in the recipe for that poison. The DC for your poisons is your Intelligence modifier + proficiency bonus + 10. Weapons applied with poison expend the poison after they deal damage to a creature, after one hour has passed or after a new poison is applied to the weapon. Thrown poisons have a range of 20/40ft and explode on contact with any hard surface. A poison that is thrown but does not explode does not expend the poison.
Anvil's Smoke
Thrown
Explodes into a grey, billowy gas that fills a 10ft radius and lingers there until the start of your next turn. Creatures who start their turn in the radius or who pass through it must make a Constitution saving throw, taking 1d8 poison damage and becoming slowed until the end of their next turn on a fail. Creatures who succeed the save take half damage and are not slowed.
Cobra's Bite
Weapon
A creature affected by this poison takes 2d6 poison damage. At the end of that creature’s next turn, they take an additional 2d6 poison damage.
Demon's Grip
Weapon
A creature affected by this poison must succeed a Charisma saving throw or take 3d10 psychic damage and become unable to speak, cast spells or talk in anything other than growls or moans until the end of their next turn.
Drakespark
Thrown
Explodes into a ball of sparks in a 5ft radius. Creatures within the radius must succeed a Dexterity saving throw or take 2d6 lightning damage and become paralyzed until the start of their next turn.
Drinker's Bane
Weapon
A creature affected by this poison takes 2d10 necrotic damage. In addition, any healing they would receive is halved until 1 minute has passed.
Efreeti's Brand
Weapon
A creature affected by this poison takes 4d6 fire damage and must use their reaction if available to move their full movement in a random direction. The creature does not move into or over terrain they know to be harmful.
Jard's Bonecurse
Weapon
A creature affected by this poison takes 2d8 necrotic damage and if it has a skeleton becomes restrained until the end of that creature’s turn as their own bones grow beyond their control. Additionally, until the end of that creature’s next turn, they take an additional 1d8 piercing damage if they use an action or bonus action.
Last Kiss
Weapon
A creature affected by this poison gains vulnerability to the next instance of damage they receive. The vulnerability ends once that instance of damage is resolved or after 1 minutes has passed.
Nightmare Brew
Weapon
A creature affected by this poison takes 1d10 psychic damage and must succeed a Wisdom saving throw. On a failure that creature becomes frightened of the nearest creature until the end of your next turn
Rotgut
Weapon
A creature affected by this poison takes 3d10 poison damage and must succeed a Constitution saving throw. On a fail that creature is stunned until either 1 minute has passed or until they succeed the saving throw which they can attempt at the end of their turns.
The Silent Finale
Weapon
A creature affected by this poison instantly dies if their current hit point total is at or below 50.
Troll Stink
Thrown
Explodes into a dark green cloud in a 30ft radius which persists for 1 minute. Creatures within the cloud are blinded, slowed, and poisoned for 1 minute. At the end of their turn creatures affected by the cloud can make a Constitution saving throw, curing themselves on a success. Creatures who attempt the save from within the cloud have disadvantage on the save.
Vileblight
Thrown
Explodes into a dark purple cloud in a 15ft radius which persists for 1 minute. Creatures that start their turn within the cloud or pass through it must make a Constitution saving throw, taking 8d6 poison damage on a fail and are poisoned for 1 hour. While poisoned in this way creatures cannot regain hit points by any means. Additionally, should a creature die while affected by this poison they cannot be resurrected by anything short of a True Resurrection or Wish spell.
Creatures who succeed the initial save take half damage are not poisoned. Creatures affected by the poison can attempt the saving throw again at the end of their turn, curing themselves on a success. Creatures have disadvantage on the save if they are within the cloud.
Wasting Wheeze
Thrown
Explodes as a cloud of green fumes in a 5ft radius which persists until the end of your next turn. Creatures within the radius must succeed a Constitution saving throw or have disadvantage on their next attack roll.
Waste Not Want Not
Also at 3rd level, you are able to harvest raw ingredients to quickly replenish your poisons. You can spend 30 minutes to make an Investigation or Nature check, restoring 1 charge of poison on a success. The DM determines the difficulty of the check.
(DM’s Note: When determining the difficulty of the check listed in the ability above, consider the remoteness of the party’s current location. Access to herbalist's tools or gardener's tools would likely make a check easier, however being in a wasteland would make the check very difficult.)
Trial and Error
At 9th level, your experiments with deadly toxins has made your body resilient towards them. You gain resistance to poison and have advantage on saving throws against being poisoned. Additionally, you can tell whether food or drink has been poisoned provided that it is within 30ft of you, and you can see and/or smell it.
Plague Spreader
At 13th level, you have become a master at refining your poisons to affect even the sturdiest of foes. Your poisons ignore resistances against their damage type and treat immunities as if they were resistances. In addition, your poisons can affect creatures regardless of their creature type or biology.
Master Concoctor
At 17th level, when you apply a poison to your weapon you can apply an additional poison without consuming your charge of the first. Dealing damage to a creature with the weapon consumes both poisons.
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Posted Feb 19, 2026Hella underrated subclass.