Base Class: Rogue
You focus your training on the grim art of death. Those who adhere to this archetype are assassins of The Silken Fang, trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Level 3: Poison Expertise
Starting at 3rd level, during downtime, you can craft poisons and other similar concoctions (detailed at the end of the subclass description) using a Poisoner’s Kit, Herbalism Kit, Alchemist’s Tools, Brewer’s Tools, or Cook’s Utensils. These brews come in four types:
- Contact: Contact brews can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact brew with exposed skin suffers its effects.
- Ingested: A creature must swallow an entire dose of an ingested brew to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on a saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid.
- Inhaled: These brews are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled brews, as they affect nasal membranes, tear ducts, and other parts of the body.
- Injury: Injury brews can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remain potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the brew is exposed to its effects.
Additionally, you can attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 15 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check.) On a successful check, you harvest enough poison for a single dose. On a failed check, you are unable to extract any poison. If you fail the check by 5 or more, you are subjected to the creature's poison.
The cost (excluding any special ingredients) and time it takes to brew a chosen tonic is as follows:
|
Rarity |
Brewing Time |
Basic Ingredient Cost |
|
Common |
2 hours |
12 gp |
|
Uncommon |
4 hours |
25 gp |
|
Rare |
8 hours |
50 gp |
|
Very Rare |
12 hours |
100 gp |
|
Legendary |
24 hours |
200 gp |
List of Brewable Concoctions:
|
Concoction |
Type |
Rarity |
Special Ingredients |
|
Serpent Venom |
Injury |
Common |
Must be harvested from a dead or incapacitated Giant Poisonous Snake |
|
Assassin’s Blood |
Ingested |
Common |
The blood of a humanoid creature |
|
Sterile Remediate |
Ingested |
Common |
-- |
|
Burnt Othur Fumes |
Inhaled |
Common |
A source of heat |
|
Malice |
Inhaled |
Common |
-- |
|
Crawler Mucus |
Contact |
Uncommon |
Must be harvested from a dead or incapacitated Carrion Crawler |
|
Oil of Slipperiness |
Contact |
Uncommon |
Slime of a Black Pudding |
|
Drow Poison |
Injury |
Uncommon |
Underdark fungus |
|
Aroma of Resistance |
Inhaled |
Uncommon |
Blood from a Night Hag |
|
Essence of Ether |
Inhaled |
Uncommon |
-- |
|
Philter of Love |
Inhaled |
Uncommon |
-- |
|
Torpor |
Ingested |
Uncommon |
A chilled container |
|
Undetectable Poison |
Ingested |
Rare |
Glands of a Giant Scorpion |
|
Midnight Tears |
Ingested |
Rare |
Hair of a lycanthrope |
|
Pale Tincture |
Ingested |
Rare |
-- |
|
Oil of Taggit |
Contact |
Rare |
Tabaxi catnip |
|
Vapor of Heroism |
Inhaled |
Rare |
Claw of a Pseudodragon |
|
Antivenom |
Ingested |
Rare |
-- |
|
Truth Serum |
Ingested |
Very Rare |
Breath of a Fiend |
|
Oil of Sharpness |
Injury |
Very Rare |
Mucus from a Purple Worm |
|
Purple Worm Poison |
Injury |
Very Rare |
Must be harvested from a dead or incapacitated Purple Worm |
|
Wyvern Poison |
Injury |
Legendary |
Must be harvested from a dead or incapacitated Wyvern |
Each of these concoctions has a positive or negative effect, as described below:
Serpent Venom: This poison must be harvested from a dead or incapacitated Giant Poisonous Snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Assassin’s Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
Sterile Remediate: As a Bonus Action, you can drink or administer this concoction to yourself or another creature within 5 feet of you. The creature that drinks the fluid in this vial regains 2d4 + 2 Hit Points.
Burnt Othur Fumes: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw 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. After three successful saves, the poison ends.
Malice: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Crawler Mucus: This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Oil of Slipperiness: This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Drow Poison: This poison is typically made by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Aroma of Resistance:When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly.
Essence of Ether: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Philter of Love: The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Torpor: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Undetectable Poison: This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Midnight Tears: A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Pale Tincture: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Oil of Taggit: 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. The creature wakes up if it takes damage.
Vapor of Heroism: When you inhale its fumes, you gain 10 Temporary Hit Points that last for 1 hour. This brew’s blue liquid bubbles and steams as if boiling.
Antivenom: When you drink this concoction, it removes any Exhaustion levels you have and ends the Poisoned condition on you.
Truth Serum: A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
Oil of Sharpness: This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Purple Worm Poison: This poison must be harvested from a dead or incapacitated Purple Worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Wyvern Poison: This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Level 9: Envenomed Assassination
Starting at 9th 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 combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Decontaminant
By 13th level, you have been exposed to so many poisons that they pose little risk, you gain resistance to acid and poison damage, and you are now immune to the poison condition. You also gain the ability to create new Concoctions:
- Antidote (Ingestion) (Legendary): The user loses any effect that charmed or petrified them, cursed them, reduced one of their ability scores, or effected their Hit Point Maximum, additionally gaining Temporary Hit Points equal to 5x their proficiency bonus. This concoction requires a Druidic Focus (Might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.)
- Divine Nectar (Ingested) (Legendary): The user regains up to 80 hit points and ends any blindness, deafness, or disease affecting the target. This concoction requires the blessing of a Priest or Cleric.
Level 17: 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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