Base Class: Rogue
As a specialist in your craft, you have learned how to brew and mix poisons and other drugs on your own as well as how to introduce them into a creatures bodies in the subtlest possible ways. You've developed immense skill and mastery over the medical and pharmaceutical field and are highly knowledgeable about how to create various poisons and venoms using materials found in nature.
Pharmaceutical Knowledge
When you choose this archetype at 3rd level, you gain proficiency with a Herbalism Kit and Poisoner's Kit tools. You also gain advantage on Nature checks to identify or harvest ingredients or poisons from the wild. You learn to make three mixtures from the Potent Poison list. Poisons and potions from this list may all be applied through contact, ingestion or injury.
After a long rest, using a poisoner’s kit, you can create a number of doses from the Potent Poison list equal to your proficiency bonus.
Once applied, a poison retains potency for 1 minute or until you hit with the weapon. When a weapon coated in this poison deals damage to a creature, that creature must succeed on a Constitution DC equaling 8 + your proficiency bonus + your Dexterity modifier, or take 2d8 poison damage and be exposed to its effects. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the poison effect ends.
Your poisons damage increases by 1d8 at the 5th, 11th and 17th levels. Also, when you reach certain levels in this class, you learn additional mixtures: two at 6th level and one at 15th level. Each mixture requires its own vial.
Agave Prick
Causes a creature's skin to blister and boil. The creature has disadvantage on Constitution checks and saving throws and vulnerability to physical damage.
Angel Wings
Causes a creatures breathing to be lethally blocked, and become stunned for 1 round.
Blood Coagulant
Causes a creature's body to be immune to healing of any kind for 1 minute.
Crimson Weed
Causes a creature to experience violent hallucinations, frightened for 1 minute. Additionally, each time a creature fails their Constitution saving throw against this poison, they take 2d6 psychic damage.
Devil's Cherry
Causes a creature to lose all cognitive functions. The creature's Intelligence score becomes 1 for 1 minute behaves as if under the effects of the Feeblemind spell during combat.
Hogweed Blight
Causes a creature's eyes to turn milky white and be blinded for 1 minute.
Lockstep Venom
Causes a creature's body to seize up, paralyzed until the end of your next turn.
Lyssavirus Toxin
Causes a creature's mind to become feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and is subjected to an effect from the Short-Term Madness table for 1 minute.
Stabilizing Solvent
Stabilizes a living creature that has 0 hit points, or cures them of a poison.
Traditional Venin
Causes a creature to become poisoned until the end of your next turn.
Alchemists Gifts
Starting at 3rd level, you gain additional ways to use your Cunning Action; as a bonus action you can coat a weapon in poison or administer medicine to a willing ally.
Stinger's Fury
At 9th level, you have advantage on all melee attacks against any creature that is affected by a poison, and your weapon attacks score a critical hit on a roll of 19 or 20 against a creature affected by poison.
In addition, creatures that are surprised by you have disadvantage on saving throws against poison until the end of your turn.
Medicinal Mastery
Starting at 13th level, you gain expertise with Poisoner and Herbalism kits, both potions and poisons you create have doubled duration (up to 24 hours), and you learn how to alter the degenerative nature of your poisons. When you first create a poison, you can choose to change the poison's damage type to either Necrotic or Acid.
Additionally, when a creature is affected by a restorative elixir you have created, they gain temporary hit points equal to 2d4 plus your intelligence modifier.
Universal Poisoner
Beginning at 17th level, your exposure to so many poisons now means that they pose little risk to you, and you've learned how to modify both your poisons and your body for frightening results:
Noxious Body: You gain resistance to poison damage, and you are now immune to the poisoned condition. Additionally, at the end of a long rest, you can choose to consume one vial of poison you have made. For that day, your body is saturated with a poison you choose. 3 times per long rest, upon suffering melee damage you may use a reaction to force the attacker to make a constitution saving throw, taking 2d6 poison damage and suffering the poison's effect on a failure. Once you choose a poison to consume, you can’t use this feature again until you finish a long rest.
Wisteria Poison: You learn to use specialized materials to overcome even the most sturdy of constitutions. Once per long rest you are able to modify one poison you are making for use against organic creatures immune to poison. When a creature is afflicted with this modified poison, for 1 minute immunity to poison damage and the poisoned effect is treated as resistance to poison damage and poison effects.