Base Class: Rogue
You have learned to brew sea snake venom into a variety of different topical pastes. Well, you can say that is the venom you work with, or whatever kind of poison you will find in your local area, or it can be some imported poison. It doesn't really matter. You have learned to take whatever poison you have at hand and infuse it with herbs to form pastes or salves that you can apply onto weapons or into open wounds to cause either harm or to heal, depending on what you have brewed up. To brew up these poison pastes and healing salves you need to possess both a Poisoner Kit and an Herbalism Kit. Your completed brews are stored in their own vials that will have a distinct number of doses.
One dose of a poison paste can coat a single weapon or three pieces of ammunition, but it must be applied on the day it was brewed or it will lose all potency. Unlike other poisons, the benefit of working with a paste is that once the paste has been applied, the coating will last until it is consumed or you spend 10 minutes to clean the coating of poison paste off. A weapon or ammunition that has been coated with a poison paste can have no other coating, and vice versa, until the existing poison paste or other coating is either consumed or removed.
To be consumed poison paste must be applied to a weapon and that weapon used against a victim that must take actual damage from the weapon. If all of the weapon damage done to the victim is reduced or is dealt to temporary hp or otherwise absorbed and the victims hit points were not reduced, or the weapon was used to subdue, then the coating of poison paste is not consumed.
The save DC required for any poison you brew is 8 + your proficiency bonus + your Intelligence or Wisdom modifier, whichever is higher, calculated at the time it was brewed.
Poisoned Soul
Your constant use and experimentation with poison has gifted you with an affinity to poison that is supernatural.
Any poison you use ignores both resistance and immunity. This applies to poison damage and the poisoned condition, and to any other affects of poisons that are applied by items, spells, or weapon attacks that you make. It does not apply to a weapon you coat with poison and give to someone else to use, or to poisons you craft but don't use yourself.
When you reach level 5 this poison affinity additionally requires that saving throws against poisons which you both brewed and are using are made with disadvantage.
Dip it then stick it (with the pointy end)
You are practiced at applying your poison paste to weapons while in the midst of combat and can do it quickly and without risk of nicking yourself.
You can apply a dose of your own poison paste using your single free object interaction, even while in combat, to a single weapon or three pieces of ammunition.
Initial Brews
The first two things you learn to brew are a paste of Potent Wound Poison and a Topical Wound Salve. You can brew up a vial of each, but only as part of your down time while taking a long rest, and only if you have both an Herbalism Kit and a Poisoner Kit. Each of these vials you brew will have 1d4 plus your Dexterity modifier number of doses. Once you finish all your brews (including others you learn at higher levels) roll both an Herbalism Kit (Dexterity) and a Poisoner Kit (Dexterity) ability check, both with advantage, vs the total total number of doses of all the pastes and salves you brewed during that long rest. Each fail results in a kit that was used up.
When Potent Wound Poison is consumed, the victim takes an additional 1d6 poison damage and must then pass a Constitution save or become Poisoned for 1 minute. While poisoned by Potent Wound Poison, the victim takes an additional 1d6 poison damage at the end of each of their turns until the poison runs its course (10 rounds) or they are otherwise cured of the poison.
A single dose of Topical Wound Salve can be applied to a willing or unconscious creature (including yourself) as an action, but only once per specific wound. When used properly it will heal 1d6 HP and has a chance to end a poison or disease if they were caused by that wound. Roll the original DC again when the salve is applied, but with advantage, and if successful, cure the affliction. For example, if a friend of yours that you want to help was struck by three fouled arrows today, and the second one inflicted a disease on them, then you could apply a single dose of your Wound Salve to each wound, perhaps fully healing the damage of all the arrows, but your friend would only have a single chance of being cured the affliction, when you applied the salve to their second wound.
At level 5 your Potent Wound Poison and Topical Healing Salve both increase to 1d8.
At level 7 your Potent Wound Poison and Topical Healing Salve both increase to 1d10.
At level 11 your Potent Wound Poison and Topical Healing Salve both increase to 1d12.
Brew Knockout Poison
Starting at 9th level, you learn how to optionally brew up a vial of Knockout Poison paste when doing your nightly brewing. This vial has 1d6 plus your Dexterity modifier number of doses.
Knockout Poison has a similar effect to Essence of Ether, but like all the poison pastes you can brew, it must be consumed into a wound by a victim taking actual damage from a coated weapon. Once consumed the victim must succeed on a Constitution saving throw or become afflicted with Knockout Poison and become both Poisoned and Unconscious for 8 hours. While afflicted, whenever the victim takes damage or someone takes an action to shake them awake, then the victim gets another saving throw to shake off the Unconscious effect. If successful, the victim awakens, loosing the Unconscious effect, but continues to be Poisoned for the remainder of the duration or until the poison is cured.
At level 11 the duration of your Knockout Poison is increased to 1 day.
At level 15 the duration of your Knockout Poison is increased to 3 days.
Brew Deadly Poison
Starting at 13th level, you learn how to optionally brew up a vial of Deadly Poison paste when doing your nightly brewing. This vial has 1d12 number of doses, but roll this with advantage.
When Deadly Poison is consumed into a wound by a victim taking actual damage from a coated weapon, the victim must make a Constitution save or die. The victim takes 10d6 poison damage on a successful save.
Poison Prowess
By 17th level, you have become one with poisons and have made your body immune to all poison effects, even those that would otherwise bypass resistance or immunity. All poison damage to you is reduced to 0 and you can not be become poisoned by any means, and any save you make against poison is a critical success.
Your skill with brewing poisons has reached its pinnacle. All your poison pastes and salve have their damage, healing, and their duration doubled.
Previous Versions
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