Rogue
Base Class: Rogue

Your focus is on using poisons and applying them to your weapons for combat.
As a poisoner you always know which poison is best for any situation.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit.

Poisoned Strike

Starting at 3rd level, you can enhance a weapon attack with a special poison.

You have three charges. When you make a weapon attack with a nonmagical finesse or ranged weapon you can expend 1 charge to add additional damage to the attack.
The attack additional deals 1d6 poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of your next turn.
If the attack misses, you do not expend a charge.

You regain all charges after completing a long rest.

The amount of addition damage, saving throw DC and amount of charges increases as you gain levels in this class, shown in the Poisoned Strike Table.

Poisoned Strike Table 

ROGUE LEVEL

NUMBER OF CHARGES

DAMAGE DEALT

SAVING THROW DC

3rd

3

1d6

13

6th

3

2d6

14

9th

4

3d6

15

13th

5

4d6

16

17th

6

5d6

17

Versatile Ingredients

While adventuring you have gained enough experience in the world to know which ingredients can be used to alternate your poisons.

Starting at 9th level, you gain proficiency in the Nature skill and alchemist's supplies if you don’t already have it.

When you successfully use your Poisoned Strike ability, you can declare an ingredient that you used to imbue your poison with.
Instead of poison damage, the attack deals extra acid, cold, fire, lightning or thunder damage, depending on your choice.

Dirty Trick

Starting at 9th level, you gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if the target is under the poisoned condition, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Corrupt Intellect

You have learned to brew a special kind of poison, attacking the rationality of the victim.
Beginning at 13th level, as an action, you can make a special attack with your weapon and deliver an additional effect chosen by you.
Alternatively, you can apply the poison to a food or liquid and have your target ingested it.
The target must make a Constitution Saving (DC 10 + your Intelligence modifier + your proficiency bonus) throw or either be charmed or frightened by you for one minute.
After the effects run out, the target is immune to this effect for 24 hours.
Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Unrestricted Poisoned Strike

You finally understand how to create poisons that can be applied to anything.
Starting at 17th level, you are no longer restricted by the weapon type when making a Poisoned Strike.
Additionally, you are now able to make a Poisoned Strike when attacking with a magical weapon.

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