Poisoner - Rogue Archetype

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Poisoner - Rogue Archeype

Poison Crafter

At the 3rd level, you get proficiency with the Poisoner's Kit. If you have it already, choose another skill or tool proficiency.

You know how to craft poisons that can replicate the effects of spells. During a long rest, you can prepare poison doses by spending Ingredient points. Each dose has a cost depending on the poison level. When a dose you prepared has been used on an enemy or gets destroyed, you get the Ingredient Points spent on it back.

Every Poison has the effect similiar to an already existing spell, but any instance of Saving Throws in the spell text block is replaced with a Constitution Saving Throw. Its DC is determined by your 8 + Wisdom modifier + your Proficiency bonus.

If the poison requires a spell ranged attack, its gets replaced by a melee one. Your spell attack bonus it's equal to your Wisdom modifier + your Proficiency bonus.

If its range isn't Self or Touch, it gets replaced by Touch. Also if its an area spell or it has multiple targets, they get replaced by having a single target.

If the spell requires Concentration, its gets removed, and then add at the end of the text block At the end of each of its turns, the target can make a Constitution saving throw to the end the effect of this poison. If a similiar sentence wasn't already present. Concentration gets removed in any way.

Dagger & Venom

At the 3rd level, you know how to apply poisons during an attack, but you must have at least one free hand and a Poisoner's Bandolier with you. When you hit an enemy with a weapon attack, you can use your Bonus Action to apply one of the doses of poisons you prepared. If the enemy takes any damage from your attack, the poison starts having effect on your enemy, and in that case, depending on the effect of the poison, usually he has either to make a Constitution Saving Throw or you have to make a spell melee attack roll.

If the weapon deals bludgeoning damage or its ranged, the target gets advantage on any Saving Throw against the poison, or you have disadvantage on any melee spell attack roll.

On your next turns you must spend an action rearranging your vials on your Poisoner's Bandolier in order to use this feature again.

Anatomy Expert

Starting at 9th level, if you are hidden from a creature when you injure it with a poison, the creature has disadvantage on any saving throw it or you have advantage on any melee spell attack roll. You also advantage on any Intelligence ability check made to determine the cause of death of a creature.

Reptile Fingers

Starting at 13th level, you can rearrange your Poisoner's Bandolier as a bonus action. You also have advantage on any Dexterity ability check when you are dealing with poison vials.

Deadly Concoction

Starting at the 17th level, the poisoner has learned how to combine multiple poisons into one. When you use the Dagger & Venom feature, when deciding which poison to apply you can apply a number of poisons which the total level sum is 3 or lower. You decide in which order these poisons are applied.

Poisoner's Bandolier. 25 gp , 5 lb
This bandolier is made of a leather belt that can hold various vials.
Snake's Fang. 1d4 piercing - finesse, 100 gp, 2 lb
This dirk is treated with a thin layer of resin which allows poisons to coat to it easily. It deals 1d4+2 poison damage if its get coated with poison.

Rogue Levels Ingredient Points Maximum Level
3rd - 5th 4 1
6th - 8th 6 1
9th - 11th 14 2
12th - 14th 17 2
15th - 18th 27 3
19th - 20th 32 4
Poison Level Ingredient Points
1st 2
2nd 3
3rd 5
4th 6
Poisoner's Poison List
1st Level
  • Charm Person
  • Sleep
  • Tasha's Hideous Laughter
  • Bane
  • Silence
  • Zone of Truth
  • Cause Fear
  • Ray of Sickness
  • Inflict Wounds
2nd Level
  • Enthrall
  • Hold Person
  • Suggestion
  • Blindness / Deafness
  • Slow
3rd Level
  • Feign Death
  • Enemies Abound
  • Vampiric Touch
4th Level
  • Charm Monster
  • Confusion
  • Blight
  • Phantasmal Killer
 

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