Base Class: Rogue
Silence is key. Know when to strike, when to defend. You employ the most deadly weapons in your arsenal while keeping yourself out of harm's way. Before a fight begins, you've already made preparations: synthesizing toxins and coating your blades in the deadly solutions. Lunge out, strike quickly, and as they turn around, they only sign you were there is a dead body.
Deadly Poison
When you pick this archetype at 3rd level, you gain proficiency with the poisoner's kit. You can also produce a basic poison with the right ingredients. These ingredients can be purchased or harvested from a suitable environment with 1d4 hours of searching, followed by a DC 15 Intelligence (Nature) check. Once you have procured the ingredients, you can spend 10 minutes synthesizing the poison in which you must make a DC 15 Intelligence (Poisoner's Kit) check. On a success, you create 3 doses of basic poison. When you attack with a weapon coated in poison, the target must make a DC 10 + your Intelligence modifier CON saving throw or take 1d8 + your Intelligence modifier poison damage and become poisoned on a failed save or take half as much damage and take no conditions on a successful one.
At 15th level, instead of applying the poison to a weapon, you may instead throw the flask of poison at a desired target, forcing them and all creatures within 5 feet of them to make a DC 15 + your Dexterity modifier Dexterity saving throw or take 3d8 + your Intelligence modifier poison damage and become paralyzed and poisoned on a failed save or take half as much damage and take no conditions on a successful one.
Footwork
At 3rd level, you're adept at positioning yourself for maximum defense on the battlefield. When you take the Dodge or Disengage action, your AC temporarily increases by 2 until the start of your next turn.
Cloak of Daggers
Starting at third level, you may throw two finesse weapons with the thrown property per attack action. This number increases to 3 at 8th level, and increases to 4 at 17th. At 8th level, whenever you run out of daggers, spectral versions appear in your hands. These daggers do -1 damage, but have the same properties as a normal dagger otherwise.
Accuracy
You have learned how to aim for key points on a target, rendering them immobile in one swift stroke. If you throw more than one dagger at a poisoned target in one turn and at least two hit, you can choose to make a DC 18 Dexterity (Sleight of Hand) check to aim for a specific part of their body, such as the arm, leg, neck, or chest. If you fail the check, then one attack is considered to have failed, and the attack otherwise continues as normal. If succeed the Dexterity (Sleight of Hand) check, and you hit a limb, anything that limb was holding is dropped, and if the creature was moving with that limb, any movement that requires that limb is reduced by 15 ft. In addition, any check that they make that requires that limb during their next turn automatically fails. If you aim for the head, the DC increases by 3, but if you succeed this check and the target has less than 15 hit points, it dies. If it has more than 15 hit points, it becomes stunned for 1 minute. If you aim for the chest, the attack deals an extra 1d6 damage. You benefit from critical hits on paralyzed targets even if you are farther than 5 ft away.
Alchemize
You have mastered the art of poison making, now able to change its damage type and its effects. When making a poison, you may make an additional DC 19 Intelligence (Poisoner's Kit) check. If you succeed, you may change the poison's damage type to acid, cold, fire, or necrotic damage, or you may make the poison not deal any damage, but instead paralyze its target. Any poison successfully affected by this ability requires a DC 13 + your Intelligence modifier CON saving throw to avoid its effects.
No Escape
You have mastered the art of poison, and nothing will quench your thirst for more. Whenever you attack a creature that is poisoned, you deal an extra 1d10 poison damage to them. If you attack a creature that isn't poisoned, that creature must make a DC 15 + your Intelligence modifier or take 1d8 poison damage and become poisoned. At the end of a poisoned creature's turn, they take 1d8 poison damage and must succeed a DC 15 + your Intelligence modifier if this is the end of their third turn poisoned or become paralyzed. All creatures that you attack that are resistant to poison damage aren't anymore, and creatures that are neither resistant nor immune are vulnerable.
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