Base Class: Rogue
Poison Masters create a variety of different toxins to damage and disable their foes.
Poisoner's Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with a Poisoner's Kit and the Medicine skill. Your proficiency bonus is doubled for any ability check you make that uses Medicine.
Poisons
When you choose this archetype at 3rd level, you learn to apply poisons through "Poison Applications".
Poison Applications. You have four Poison Applications, each of which are expended when you use them before making an attack. You regain all of your expended Poison Applications when you finish a short or long rest.
You gain another Poison Application at 7th level and one more at 15th level.
Poisons. You have learned to create three poisons of your choice, which are detailed below. Many poisons enhance an attack in some way. You can use only one poison per attack.
You learn two additional poisons of your choice at both 7th and 10th level. Each time you learn a new poison, you can also replace one poison you know with a different one.
Saving Throws. Each of your poisons require your target to make a Constitution saving throw to resist the poison’s effects. The saving throw DC is calculated as follows:
Poison Save DC = 8 + your proficiency bonus + your Dexterity modifier
Blinding/Deafening Poison
You can expend one Poison Application to apply a poison that can inhibit the hearing and sight of the target. The target is deafened and has disadvantage on all Wisdom (Perception) checks based on sight until the start of your next turn.
Additionally, on a failed saving throw, the target is blinded until the start of your next turn.
Burning Blood Poison
You can expend one Poison Application to apply a poison that can boil the target’s blood, causing a great amount of pain. The target takes 1d6 poison damage.
Additionally, on a failed saving throw, the target takes 1d12 poison damage instead.
Degeneration Poison
You can expend one Poison Application to apply a poison that can prevent the target from healing. The target is unable to gain hit points until the start of your next turn.
Additionally, on a failed saving throw, if the target would heal it takes that much damage instead.
Disorienting Poison
You can expend one Poison Application to apply a poison that can disorient the target. The next attack roll against the target has advantage if the attack is made before the start of your next turn.
Additionally, on a failed saving throw, the target’s next attack will be made at disadvantage if the attack is made before the start of your next turn.
Magebane Poison
You can expend one Poison Application to apply a poison that can slow the target’s mind, making it more difficult for them cast and concentrate on spells. The target has disadvantage on concentration saving throws until the start of your next turn.
Additionally, on a failed saving throw, the target may only cast a spell if has not used a move action or bonus action. If it has cast a spell this turn, it may not use a move action or bonus action. This lasts until the start of your next turn.
Raging Poison
You can expend one Poison Application to apply a poison that can enrage the target, sending it into an uncontrollable frenzy. The target recklessly attacks with no care for its well-being until the start of your next turn. Any attacks the target makes during this time will be at advantage, while any attacks against the target will be at advantage as well.
Additionally, on a failed saving throw, the target’s frenzy is so deep that it attacks the creature nearest to it, friend or foe.
Slowing Poison
You can expend one Poison Application to apply a poison that can slow the target. This poison weakens the target’s ability to move and react, reducing it’s movement speed by half.
Additionally, on a failed save, the target is unable to take reactions until the start of your next turn.
Poison Tolerance
Starting at 9th level, you have spent enough time dealing with poisons that your body has built a tolerance to them.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Deadly Poisons
At 13th level, you have become more adept at creating poisons. They are now more potent and deadly.
Attacks you have used a Poison Application on now deal 2d6 additional poison damage on a failed save, or half as much on a successful one.
Always Prepared
At 17th level, when you roll initiative, if you do not have any Poison Applications, you gain one.
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I concur, I would use Intelligence too for the Save DC. I would use Intelligence for the use of the Poisoner's Kit too, not needing to use intelligence would be a bit too min-maxing
I like how this plays, but for the Poison Save DC, it seems more fitting to have it use the Player's Intelligence modifier rather than their Dexterity. You can argue that it'd make more sense that someone of greater intelligence could craft deadly poisons, yes?