Rogue
Base Class: Rogue

Death has always been part of rogue´s business, be it a sneaky dagger in the back, slit throat in the dark alleyway. But that is always way too personal and dangerous for you, you prefer the safety of shadows, watching your victim slowly die, his or her body slowly rotting away as the poison spreads throughout his body. You know that once it reaches your heart, it's over and you can go collect your reward. Nobody is safe from well-trained Snake as they call themselves. 

Basics of Poisoning

Some rogues prefer to strike from the shadows, some prefer to outsmart their opponent. Some just prefer to not even face their opponent and yet grant them an either slow and painfully or quick and painless death. Poisoned cup of tea, smelling a poisoned rose, scratching your finger on a kitchen knife, all those are ways how you know to dispatch of your target. Starting level 3 you gain expertise in Poisoner´s Kit and Applying Poisons is now considered a Bonus Action for you, as part of your cunning action. 

 

Poisons

Every rogue knows a few basic poisons to help them at their job. You however know a bit more and how they can be useful, especially if used correctly. As a result, upon choosing this subclass you gain access to 3 poisons from the following list. You can learn 1 poison every 2 levels. Should the poison call for a saving throw, your DC is 8 + your proficiency bonus + your Wisdom modifier. When you apply poison to your weapon, it has its effect only for your next attack unless stated otherwise.

Crafting a poison is Long and tedious work, but you know it's all worth it. To Create a poison you must spend 2 hours cooking and preparing Herbs, Roots or other required regents. Every poison has its cost and you can either pay the price or search for required ingredients with a successful Survival check. Difficulty and if you even find them is up to DM to determine based on where you are located. To successfully finish a poison you must roll the required DC with your poisoner´s kit, on fail you screwed up the batch and all ingredients are destroyed. Should your roll be a critical success, you gain two poisons

Angel´s Tears

Angel´s Tears
- Crafting: DC is 16 and herbs worth 140 Gold
- Application: Blood
- Upon application, target has to roll a Constitution saving throw against your DC, on fail target cannot receive magical healing and should they die while under the effect of Angel´s Tears, their body cannot be resurrected. This effect can be removed by Lesser Restoration spell.

 

Creeping Death

Creeping Death
- Crafting: DC is 16 and herbs worth 100 Gold
- Application: Digestion, Blood, Inhale
- Upon Application, target has to roll a Constitution saving throw against your spell save DC, on fail target is Poisoned for 5 minutes. This effect can be removed by Lesser Restoration spell

Cripple

Cripple
- Crafting: DC is 15 and herbs worth 100 Gold
- Application: Blood, Touch, Inhale
- Upon application, target has to roll a Constitution saving throw against your spell save DC. On fail target´s movement is halved and cannot take reactions. This effect lasts for 1 minute. This effect can be removed by Lesser Restoration spell.

 

Fireblood

Fireblood
- Crafting: DC is 16 and herbs worth 100 gold
- Application: Blood
- Upon application, the target has to roll a Constitution saving throw against your spell save DC, on fail, the target considers everything he holds in his hands as if it was under the effect of Heat Metal, forcing him to drop the item. Target does not take any damage from Heat Metal effect, it is all just psychological.

 

Fool

Fool
- Crafting: DC is 15 and herbs worth 100 Gold
- Application: Blood, Inhale
- Upon application, target has to roll a Constitution saving throw against your spell save DC, on fail target is under the effect of Crown of Madness This effect can be removed by Lesser Restoration spell.

 

Heart Rot

Heart Rot
- Crafting: DC is 20 and herbs worth 400 Gold
- Application: Drink
- Upon application target will slowly start to rot away. Over the course of the next 14 hours, his body slowly decomposes and rots away. For every 1 hour spend under this effect, target suffers 4d8 Necrotic damage and suffers the following effects. After 2 hours, target has halved movement and disadvantage on Saving throws, after 6 hours, target has a disadvantage on all Throws and cannot move further than 5 feet. After 12 Hours, target gains vulnerability to Poison damage and after 14 hours, should target die from this effect is turned into a Zombie that will start attacking all creatures in sight. This effect can be cured by the Restoration spell.

 

Manbane

Manbane
- Crafting: DC is 14 and herbs worth 60 Gold
- Application: Blood
- Upon application, target has to roll a Constitution saving throw against your spell save DC, on fail target takes 2d6 Poison damage and half the damage on a success. 

 

Pale Lips

Pale Lips
- Crafting: DC is 14 and herbs worth 35 gold
- Application: Blood, Inhale
- Upon application, the target has to roll a Constitution saving throw against your spell save DC, on fail, the target is unable to form sentences of words for 5 minutes. On Success, the target is unaffected by this poison. This effect can be removed by Lesser Restoration spell.

 

Shrieker

Shrieker
Crafting: DC is 15 and herbs worth 100 Gold
- Application: Blood, Inhale
- Upon application, target has to roll a Constitution saving throw against your spell save DC. On fail target become deaf, being able to hear only screeching in his ears. This effect lasts for 5 minutes.This effect can be removed by Lesser Restoration spell

 

Undermire

Undermire
- Crafting: DC is 15 and herbs worth 60 gold
- Application: Blood, Touch (Eyes)
- Upon application, the target has to roll a Constitution saving throw against your spell save DC, on fail target is blinded for 5 minutes, On success, the target ignores this effect. This effect can be removed by Lesser Restoration spell.

 

Only the good stuff

As you further hone your craft, you learn that by mixing in a few more ingredients or by altering the formula a bit your concoctions gain on intensity, are deadlier and more effective. Starting level 9 you gain the option to enhance your poisons by paying double the required cost of ingredients. If you do so, the poisons are enhanced by doing twice the amount of damage, lasting twice as long and giving target disadvantage on the required saving throw.

In addition, your poisons now ignore resistance, you are able to create twice as much poison and they cannot be traced when used.

 

Master of Alchemy

Whilst mastering your poisons, you learned a few tricks in different areas than what you specialize in. That mixing in a few leaves of this and perhaps crushing berries of that first might create different things than you expect. Starting at level 13 you gain proficiency in Alchemist´s Supplies and tool of your choice. As a result, the costs required to brew your poisons or potions are halved and when you drink a potion, it is twice as effective on you. 

You also were able to gain resistance to acid and poison damage as a result of your experimenting and not always succeeding. 

 
Tools of your Choice

 

 

Dirty Tricks

A fair fight is not your game, you prefer when you know the outcome is decided well before that and is always in your favour. Why fight fair and square when a little bit of poison could tip the balance in your favour. Starting level 17, whenever you attack a creature that is poisoned or under the effect of one of your poisons, you gain advantage on the attack

 

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