Base Class: Rogue
You've led a life of dirty tricks and foul play. Your best days might be behind you physically, but you've picked up a very particular set of skills along the way.
Basic Undercover Training
When you choose this archetype at 3rd level, you gain proficiency with either the disguise kit or the forgery kit.
Master of Disguise
Gain proficiency with the disguise kit.
Master of Mischief
Gain proficiency with the forgery kit.
Poison Adept
Starting at 3rd level, you use dirty tricks to eliminate targets. You can add your proficiency bonus to poison DCs when using poisons on enemies. Your familiarity with poisons has given you resistance to poison damage.
You can spend time and gold to craft poisons from the table below. Choose whether it will be a injury poison (on a weapon), contact poison (on a surface or ingested in food), or an inhaled poison (a gas bomb filling a 5-foot sq. area). You must spend Cunning Points (similar to a monk's Ki) to apply (damage or contact) or throw (inhaled) a poison. Cunning points equal 3x your intelligence modifier. They regenerate after a short rest.
From level 3, you can use a bonus action to apply an injury poison to a blade or three arrows (tip: effects from different poisons do not stack). Doing this as a bonus action supersedes your ability to Sneak Attack for that round. Poisons last on a weapon for 1 minute (or 10 rounds) unless the description directly states otherwise. After the time has elapsed, the poison dries up and is no longer effective. Poison damage/effects can be used multiple times before the poison dries. I.E. if you apply a poison in the first round of combat, you can use the poison's effect up to ten times. All poisons must be used in a full dose which destroys it, meaning you must remove it from your inventory.
From level 7, you can overcome enemies' resistance to poisons by spending an extra Cunning Point when applying a poison.
Simple Poisons (from level 3)
| Poison | Crafting Cost / Time | Description | Cunning |
|---|---|---|---|
|
Basic Poison |
4gp / 1hr |
DC 10 CON save - On Fail: 1d4 poison damage |
1 Point |
|
Roguish Charm |
25gp / 2hr |
DC 12 CON save - On Fail: Charmed 1hr |
2 Points |
|
Hunter Urchin Venom |
15gp / 2hr |
DC 13 CON save - On Fail: Staggered for 1 min (target can take an action or bonus action per round but not both). Target can reattempt save at the end of their turn. |
2 Points |
| Silent But Deadly | 60gp / 6hr | DC 14 CON save - On Fail: Target is rendered Mute for an hour (unable to speak or cast spells with a verbal component). Target can reattempt save at the end of their turn. | 2 Points |
| Phantasmal Formula | 25gp / 2hr | DC 15 INT save - on successful save, target may experience mild paranoia. On a failed save: target experiences effects of the 2nd level spell "Phantasmal Force" for 1min. The nature of the illusion will either be random or guided by what the poisoner says just before the onset of the effects. | 3 Points |
| Dream Venom | 75gp / 8hr | DC 15 CON save - On Fail: Target is unconscious and poisoned for 1d4 hours. Any attack will wake the target, but not remove the poisoned condition. | 3 Points |
Cunning Points
You have a number of Cunning Points equal to 3x your Intelligence modifier. Cunning Points regenerate after a short rest.
You unlock some dirty tricks to use in combat. You learn more at level 9 and 13.
- True Grits - Spend 2 cunning points to inflict the blindness condition on an enemy. The duration of blindness is 30 seconds (5 rounds of combat). CON save: DC is DEX + proficiency bonus.
- Achilles Heel - Spend 2 cunning points to trip & inflict the prone condition on an enemy. The enemy remains prone until after your next turn when they can stand up. The DC is DEX + proficiency bonus.
Dirty Fighter
Starting at 9th level, you add another very particular set of skills to your skillset. Choose to become either a potion master (Herbalist Adept) or experimental weapons expert Gadget Adept).
Moreover, you have learned a series of dirty fighting techniques to give you an edge in combat.
- Dead Rogue Sketch - Fall to the ground and pretend to be dead (3 Cunning Points).
- Shit Stirrer - Focus an enemy on another target (3 Cunning Points).
- Feint (Special) - Feign an attack to throw your opponent off-guard (2 Cunning Points during an attack)
Gadget Adept
You gain proficiency with Tinker's Tools and can create grenades and explosives.
Items include (but are not limited to): Grenade, Fragmentation, Grenade, Smoke, Tangler Grenade, Bomb, Gunpowder, Keg.
Herbalist Adept
Gain proficiency in Herbalism to create potions. Your skills allow you to keep your potions in ideal conditions for maximum potency. When drinking potions with hit dice, you can choose to replace half of the dice with the maximum. E.g. If you drink a potion of healing, 2d4+2 becomes 1d4+4+2.
Poison Mastery
Spend 2 Cunning Points to add immune-system disrupting chemicals to your poison when applying. You must declare this when poisoning a weapon. Your attacks with the poisoned weapon completely ignore resistance and immunity to poison damage. Attacks with the poisoned weapon also ignore opponents' immunity to the poisoned condition. Does not stack with Poison Expertise (lvl 7).
Dark Concoction Poisons (from level 13)
| Poison | Crafting Cost / Time | Description | Cunning |
|---|---|---|---|
|
Exhaustion Poison |
50gp / 6hr |
DC 13 CON save - On Fail: target takes 1 level of exhaustion until next long rest and is poisoned (1hr) |
2 Points |
|
Glass Urchin Venom |
45gp / 4hr |
DC 13 WIS save - On Fail: Confused (as per confusion spell) and poisoned for 1 min. Target can repeat saving throw at the end of each round and is cured after 2 successful saves. |
2 Points |
|
Azure Lily Pollen |
60gp / 6hr |
DC 15 CON save - On Fail: Target paralyzed for 1d4 hours. |
3 Points |
| Strength Sapper | 120gp / 10hr | DC 14 CON save - On Fail: Ability Drain - target loses 1d4+1 STR score for 1 minute. Effects do not stack. | 3 Points |
| Hemlock | 150gp / 12hr | A creature that ingests this poison suffers no effect for 1 minute. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, or be poisoned for 1 hour. The poisoned creature is paralyzed. The creature can repeat the saving throw every 10 minutes, ending the effect on itself on two successes. If the creature fails 3 successive saving throws they suffocate and die. | 4 Points |
| Dark Tincture | 75gp / 7hr | DC 15 CON save - On Fail: 1d12 poison damage and become poisoned. The poisoned creature must repeat the saving throw every hour, taking 6 (1d12) poison damage each time. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws or 24hrs, the effect ends and the creature can heal normally. | 3 Points |
| Tainted Blood | 75gp / 7hr | DC 12 CON save - On Fail: target takes 15 (3d10) poison damage and is poisoned for 1 hour. On a successful save, the creature takes half damage and isn't poisoned. | 3 Points |
Advanced Undercover Training
Years of experience sometimes just kicks in, giving you the ability to bluff, manipulate, and convince your way into and out of trouble. At 13th level, you gain the ability to spend an undercover point to get advantage on a Persuasion, Performance orDeception check. You can use this once per long rest at level 13, twice at level 15, three times at level 18, and four times at level 20.
You can spend 3 Cunning Points to gain advantage on a Disguise Kit or Forgery Tools check.
Also, your ability to apply poisons as a bonus action no longer has a 1 round penalty to sneak attack. You can apply poison then get sneak attack in the same turn.
New dirty tricks:
- Deafened Leopard - With lightning speed, clap your target's ears, bursting their ear drums (1 Cunning Point). Opponent must make a CON save (DC = DEX + Proficiency) or become Stunned until your next turn and Deafened for 1 minute.
- Forgotten Safeword - Swiftly slap on some handcuffs. (4 cunning points) The enemy is restrained until released or they pass a DC STR save. The DC is DEX + proficiency bonus.
Poisonous Tendencies
Starting at 17th level, you become a master of poisons. Working with poison for so long has rendered you immune to its effects as both damage and a condition. Also, every short rest you can use the Deadly Residue ability.
You can spend 4 Cunning Points to give a creature vulnerability to poison damage for one round by choosing their weakest points for you attack.
Deadly Residue
You use the residual poisons on your blade to infect your foe. You can only do this twice per short rest as the residue is used up and must be replenished. From level 19, as your poisons become even more virulent, you can use this special action 3 times per short rest.
All conditions last for 1 minute unless otherwise countered. An enemy must make a CON save of [your level]+[proficiency] - the enemy avoids the condition on a successful save. Roll a d10 and check the list below to see what happens to the foe:
1. Poisoned
2. Blinded
3. Charmed
4. Deafened
5. Paralyzed
6. Petrified
7. Frightened
8. Poisoned
9. Invisible
10. Enemy gets 2d4 temporary hit points
Previous Versions
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