Rogue
Base Class: Rogue

Skilled in the lethal art of poisons, the Toxicologist is both a scientist and a silent killer. Wielding alchemical expertise, they craft deadly toxins from the natural world, refining them into potent weapons. With every foraged herb and distilled venom, they turn the battlefield into a slow, creeping death for their foes. As their mastery grows, their poisons bypass resistances, their blood becomes toxic, and even the most immune creatures fall before their deadly concoctions.

 

 

 

 

Toxicology

Every day you may roll twice per day on the toxin table (d20), but only if you roll two successful nature checks, at dc 10 and dc 15, if you succeed one and fail the other you only get one poison. You gather and collect what magical herbs and ingredients you can find on the road or in the wild. You must take an hour to do so this time includes the refining time and they are ready to use after the hour. You retain these poisons indefinitely, until they are used or destroyed.

 

If you roll two identical poisons on the same day, you may reroll the second die until you get an option you have not already gotten today. This poison is one dose only, an attack, spiking a drink, and all things like it consume the poison on use. 

 

Your poison DC is 8 + your proficiency bonus + your Intelligence modifier. 

 

You may only have one of each poison at any one time, if you make a replica it seems to be not potent enough, a creature hit with an attack using a 

 

Replica poison must succeed a constitution saving throw against your poison DC  or take 3d6 poison damage on a failed save and none on a success. 

 

1-2: Rotting Petal Tincture (Injury): A creature subjected to this poison must make a Constitution saving throw against your poison DC On a failed save it feels its organs corroding, it takes 18 (3d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

 

3-4: Briar's Grasp (Injury): A creature subjected to this poison must succeed on a Constitution saving throw against your poison DC or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. Additionally until they succeed they can feel roots growing in their veins, they are considered restrained.

 

5-6: Shadowfang's Bane (Injury): A creature subjected to this poison must succeed on a Constitution saving throw against your poison DC or be poisoned. The poisoned creature also gains the frightened condition in addition to being poisoned as its visions darken and it swears something is coming, something terrible. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

7-8 Silent Chill (Injury): This poison is taken from a certain kind of flower and can cause the numbing of the senses, and a loss of the ability to speak. A creature subjected to this poison must succeed on a Constitution saving throw against your poison DC or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also paralyzed for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

9-10 Soulrot Draught (Injury or drinking): An attack made with this poison is considered magical, and is most effective on undead. This affects all undead creatures even if they are immune to poison. A creature who is struck or who has ingested this shimmering liquid must succeed a wisdom saving throw against your poison dc or take 4d8 radiant damage, doubled on an undead creature. They take no damageif they succeed. 

 

11-12 Vial of Endless Woe (Injury): A creature subjected to this poison must succeed on a DC 15 Wisdom saving throw or become poisoned for 1 hour. The poisoned creature is cursed with depressing and harrowing illusions if the creature fails by 5 or more, they gain a madness from the madness table.

 

13-14 Dreambane Phial (Injury or drinking): A creature that ingests this poison suffers no effect until nightfall. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw against your poison dc, or lose the ability to sleep for the night, they may repeat this saving throw every night to determine whether they are able to sleep or not. If they fail the saving throws by 5 or more they also suffer 6d8 poison damage on each failure.

 

15-16 Moonshade Dew (Injury): A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious and appears to be having a pleasant dream. The creature wakes up if it takes damage. If it is not woken up, it dies.

 

17-18 Bloodbane Elixir ((Injury): A creature subjected to this poison must succeed on a Constitution saving throw against your poison DC or be poisoned, creatures poisoned this way are considered to be under the effects of the confusion spell. The poisoned creature must repeat the saving throw every round, taking 3 (1d6) poison damage on a failed save. 


19-20 Flarepetal Draught (Injury): A creature subjected to this poison must succeed on a Constitution saving throw against your posion DC, taking 10 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Verdant Scavenger

You gain proficiency in Nature and Survival checks, you may add your dexterity to nature or survival checks made for foraging,  or for traversing harsh natural conditions. 

Adept Forager

1-2 Thornkiss (Injury): A creature subjected to this poison must make a Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

3-4 Crimson lily extract (Injury): A creature subjected to this poison must succeed on a Constitution saving throw against your poison DC or be poisoned for one minute. While poisoned this way The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

5-6 Wormrot Serum (Injury): A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 1 minute. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

7-8 Cursebinder’s Venom (Injury): A creature subjected to this poison must make a Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. If the creature fails they come under the effects of a bestow curse spell.

9-10 Witherthorn Ichor (injury): This sticky ichor must be bottled and thrown at an enemy, choose a 10 ft radius you can see within 60 feet and you throw the ichor jar there, exploding on impact. Creatures caught in this must succeed a dexterity saving throw or take 10d6 necrotic damage as anything it comes into contact with turns to ash.

Potent Venom

 

1-2  Necroblight Serum: Once ingested or once it makes contact a creature must make a constitution saving throw against your poison dc. On a failed save, the target takes 10d6 + 20 poison damage. The target is reduced to ash if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This venom automatically disintegrates a Large or smaller non magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this venom.

3-4 Phantom Tether: This poison has a magical unique trait unlike any other. If you apply a small portion to yourself or an ally within touch range as part of the attack action, and use the rest to make an attack, the poison will tether the two together, instantly teleporting the first target to the second target if the attack hits, causing an extra 6d6 force damage. If the attack misses, consider the poison out of range for the effect to take hold.

4-6 Salvia Vial: The creature must succeed a wisdom saving throw against your poison dc or be placed under the effects of the mental prison spell.

Death in the Veins

You gain immunity to poison damage and the poisoned condition, as well as resistance to acid damage. 

In addition whenever a creature hits you with a melee attack they take 1d8 poison damage.

Your replica poison damage increases to 6d6.

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