Base Class: Rogue
Often found in shady assassin guilds or in employ of corrupt nobles. These masters of blade and poison bring swift death to their targets. Capable of creating a variety of poisons on the go, thery are rarly caught at a disadvantage. Able to douse their blades in poison even a fair fight can end at the slightest scratch.
Poison Expert
You can apply one of the following poisons to your weapons. You gain one of the below effects for 5 attacks. Only one poison can be in effect on each weapon at any given time. You may only do this during a short or long rest.
Instant Poison. The target must make a constitution saving throw against DC 14 or takes 1d4 poison damage +1 per class level
Creeping Poison. The target must make a constitution saving throw against DC 14 or take 1d6 damage. The target then takes 1d4 damage at 1st level, 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, 5d4 at 20th level on their turn for 3 turns.
Paralytic Poison. That target must make a constitution saving throw against DC 14 or be paralysed for 3 rounds. The target may make a Constitution saving throw against DC 14 each round to resist the effect.
Mind Numbing Poison: The target must make a constitution saving throw against DC 14 or suffer -1d4 to their intelligence score for 3 rounds.
Poison Blood
You gain immunity to natural poisons. Poisons of a magical nature will still effect you.
Efficient Formula
You time spent creating poisons has yielded a more efficient technique. Your poisons now last for 10 attacks.
Practiced Hand
Your long hours working with poisons has yielded a more efficient formula. You can now apply 2 poisons to a weapon at any given time. In addition, your practiced hand now allows you to add or change one poison as your action in combat.
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