Rogue
Base Class: Rogue

Whether it is through your connection with nature or your upbringing as member of a primal tribe, you know how to use many different poisons as a weapon against your foes. Rogues that are known as venomblades extract venoms, toxins and many different substances from creatures and plants to create these poisons. Their expertise is poisoning their foes and disabling them in various ways.

Toxician

When you choose this archetype at 3rd level, you gain proficiency in the Medicine and Nature skills as well as proficiency with the herbalism kit and the poisoner's kit. If you are already proficient with any of these skills or tools, You double your proficiency bonus for any ability check you make that uses any of those proficiencies. You can also use Wisdom as the ability modifier for these ability checks.

Finally, the material cost to create any poison is halved and you only need a long rest to create five different poisons.

Poisonous Attack

Starting at 3rd level, you can replicate certain poisons and use them to poison your enemies when striking their weakpoints. 

Poisons. You learn two poison recipes of your choice, which are detailed under “Poisons” below. Any poison recipe you know lets you create that poison without any material cost.

You can apply a poison's effect to a creature you deal Sneak Attack damage to, and can do so a number of times equal your Wisdom modifier. You regain expended charges on a long rest and need a poisoner's kit on hand. You cannot stack the same poison's effect on a single creature.

You learn one additional poison recipe of your choice at 9th, 13th, and 17th level. Each time you gain a level in this class, you can also replace one poison recipe you know with a different one.

Saving Throws. Some of your poisons require your target to make a saving throw to resist the poison's effects. The target will have disadvantage on the saving throw if you scored a critical hit against it in the same attack. The saving throw DC is calculated as follows:

Poison save DC = 8 + your proficiency bonus + your Wisdom modifier

Poisons

The poisons are presented in alphabetical order.

Basilisk Eye

The target must succeed on a Constitution saving throw or be petrified for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Crawler Mucus

The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ghoul Saliva

The target must succeed on a Constitution saving throw or become restrained for 1 minute.

Harvester Illumination

The target must succeed on a Constitution saving throw or be deafened until the end of its next short or long rest.

Insanity Mist

The target must succeed on a Constitution saving throw or have disadvantage on all Intelligence, Wisdom and Charisma ability checks and saving throws for 1 minute.

Lomat's Illusion

The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Malice Dust

The target must succeed on a Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sand Seller

If the attack reduces the target to 0 hit points, the target is stable but falls asleep and is unconscious.

Shadow Essence

The target must make a Constitution saving throw. Its Strength score is reduced by 1d4 on a failed save, or by 1 on a successful one. The reduction lasts until removed by the greater restoration spell or other magic.

Snake's Venom

The target must succeed on a Constitution saving throw or be poisoned for 1 minute.

Poison Expert

Starting at 9th level, your experience with poisons gives you the skill to use it more effectively in your attacks. You can choose to change the damage type of your Sneak Attack to poison damage before using it on your turn.

Your long exposure to poisons also grants you resistance to poison damage, as well as advantage on saving throws against diseases and the poisoned condition.

Lasting Venom

At 13th level, you learn how to make your poisons more potent and inflict more pain to your opponents. Whenever you apply a poison to a sneak attack, you can choose to have the poison inflict poison damage to the target of your sneak attack at the end of their turn for as long as the poison's effect last. The damage is equal to a roll of half the number of Sneak Attack dice for your level (rounded down).

Poison Master

At 17th level, you have mastered the science of poisons and use it as a defense and offense. You gain the following benefits:

  • You gain immunity to poison damage, the poisoned condition, and diseases.
  • Whenever you apply a poison to a sneak attack, you can increase the poison save DC to half the Sneak Attack damage (excluding the weapon attack damage) if it is more than your original poison save DC.
  • Whenever you deal poison damage to a creature, you ignore resistance to poison damage.

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