Base Class: Rogue
You are a master of alchemical toxins. Distilling venoms that cripple foes while enhancing your own body. Where others see poison as a simple tool, you wield it as a shifting arsenal of deadly adaptations.
Level 3: Lv 3 Toxic Arsenal
You gain proficiency with Poisoner’s Kit if you don’t already have it. Crafting poisons costs half the usual gold and takes half the time.
Venom Effects
When you apply poison, choose one of the following:
• Hemotoxin (Damage)
- On hit: +1d6 poison damage
- Target must succeed on a Con save (DC = 8 + PB + Dex) or take an additional 1d6 poison damage at the start of its next turn
• Neurotoxin (Debilitation)
- On hit: Target has disadvantage on attack rolls until the end of its next turn
- If it fails the save, its speed is halved as well
• Adrenal Venom (Self-Buff)
- On hit: You gain one of the following (your choice):
- Advantage on your next attack roll
- +10 ft movement speed
- Temporary HP equal to your rogue level
Each application costs 1 VP.
Level 9: Lv 9 Refined Toxicology
Starting at Level 9 your poisons become more potent and adaptive.
- Your poison damage ignores resistance to poison damage
- Creatures immune to poison damage instead take half damage from your poisons
Dual Infusion
When you apply a venom, you can spend 2 VP to apply two different venom effects at once.
Lingering Toxins
If a creature fails its save against your poison, it suffers an additional effect:
- Disadvantage on Constitution saving throws until the end of its next turn
Level 13: Lv 13 Toxic Metabolism
Starting at level 13 you’ve altered your own body to thrive on poison.
- You gain resistance to poison damage and immunity to the poisoned condition
- When you use Adrenal Venom, you gain two benefits instead of one
Reactive Venom
When a creature hits you with a melee attack, you can use your reaction and spend 1 VP to force it to make a Con save:
- On failure: it takes poison damage equal to your Sneak Attack dice (no Sneak Attack applied—just the dice total)
- On success: half damage
Level 17: Lv 17 Apex Venomist
Starting at level 17 your toxins reach terrifying perfection.
Perfected Venoms
Your poison damage dice increase:
- Hemotoxin becomes 2d6, and its delayed damage becomes 2d6
Toxic Overdrive (1/Long Rest)
As a bonus action, enter a heightened state for 1 minute:
- You regain 2 VP at the start of each of your turns
- Your weapon attacks deal an extra 1d8 poison damage
- You can apply poison without spending VP once per turn
Lethal Saturation
If a creature fails its save against your poison while below half HP:
- It has the poisoned condition for 1 minute and takes 2D6 poison damage at the start of its turn
- It can not roll to end the condition
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Posted Apr 26, 2026Just noticed this one got uploaded scuffed posting updated one
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Posted Apr 26, 2026This is by first time using D&D Beyond to make a sub class so im not sure how best to lay everything out or make it easily usable in a character sheet if anyone has any tips that would be appreciated