Rogue Subclass - Athasian Bard

by Sysane

Search GM Binder Visit User Profile

Rogue Archetype - Athasian Bard

Athas is a world of intrigue and treachery, of shady deals and secretive organizations - in short, a rogue's paradise. Within the secure walls of the city-states, many typically roguish occupations have become institutions unto themselves. Assassins, bards, and thieves alike have become pawns of the wealthy, deployed in deadly games of deceit between nobles and bureaucrats.

The Athasian Bard

People of the Tyr Region have learned not to trust you and your kind blindly. An ordinary minstrel, a graceful dancer, or a honey-voiced singer, you very well may be a killer sent by a bitter rival. Custom demands, however, that no entertainer be refused entry. A household should welcome you as a guest regardless of their suspicions. Nevertheless, paranoid nobles might turn you away for fear of poison in their drink or a knife in their back.

Athasian Bard Features
Rogue Level Feature
3rd Distracting Performance, Inspiring Assault
9th Master of Poisons
13th Keeper of Secrets
17th Venomous Strike

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and one instrument of your choice. You also gain proficiency with the Performance skill if you don’t already have it. Additionally, you can select poisoner's kit as a skill for Expertise once you reach 6th level.

Distracting Performance

Starting at 3rd level, you can sing, recite a poem, or dance with the intent of distracting an opponent. As a bonus action, you can make a Charisma (Performance) check against a contested creature's Wisdom (Insight) check. The creature must be able to see and hear you. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Inspiring Assault

You deliver a dramatic display as you hit with your sneak attack inspiring your allies. When you successfully hit a creature with your sneak attack, as a bonus action, you can choose to deliver one die less of sneak attack damage. When you do, choose up to five creatures (not including yourself) that you can see and that can see or hear you within 30 feet of you.

Each affected creature gains a bonus to both attack rolls and Wisdom saving throws equal to your Charisma modifier (minimum of +1) until the start of your next turn. You regain this ability when you finish a short or long rest.

Master of Poisons

At 9th level, you become an expert at poisons and their application. You have advantage on saving throws against poison and gain resistance to poison damage.

Additionally, you can use the bonus action granted from your Cunning Action to apply poison to a weapon already in hand.

Keeper of Secrets

Bards carry many dark secrets that are theirs and theirs alone. This, combined with a large amount of knowledge based on half‐truths and false rumors makes your mind unreliable to those who would seek to mentally affect it.

Starting at 13th level, you receive a proficiency bonus to saving throws made against enchantment spells and effects. In addition, you have advantage on Intelligence saving throws.

Venomous Strike

Beginning at 17th level, when you deal sneak attack damage with a poisoned weapon the creature’s saving throw suffers disadvantage versus the poison’s effects. Additionally, add three more die damage of the poison's die damage type.

1
CLASSES | BARD

Crafting Posion

Foraging

A character may spend time during rest, travel, or downtime between adventures foraging for plants, animals, or minerals from which remedies or toxins may be derived. To forage ingredients, a character must make an Intelligence (Nature) or Wisdom (Survival) check. The result of this check should be compared to the foraging DC table appropriate to the region in which the character is foraging to determine what, if any, ingredient materials they were able to source. A character must spend 1 hour foraging to obtain enough material to create one full dose of its antidote or poisonous product. This time encompasses searching, harvesting, and safely storing the materials, as well as travel time to and from the material's location. For every hour spent foraging, the character may harvest a different ingredient from the environment, as long as its foraging DC falls under their original Intelligence (Nature) or Wisdom (Survival) ability check total.

Each listing of the tables provides; material names; a brief description of its appearance; the useful parts of the material and the forms the poison might take; the specific effect that might be crafted from the material; and it's foraging DC. A single material might have multiple possible products, but only one may be produced at a time. An easy shorthand is that a semi-colon means "or".

Crafting

The brewing of poison requires access to a poisoner's kit and proficiency to use one. The poisoner's kit contains 5 vials in which to properly store and preserve poisons for use. Additional containers must be purchased and secured if a character wishes to craft and carry more products than this kit can hold.

Proficiency with a poisoner's kit lets you add your proficiency bonus to any ability checks made to brew, harvest, or identify poisons using this kit.

Brewing Poison

To brew poisons from raw materials using a poisoner's kit, a character must use a full dose's worth of ingredients, spend 1 full hour, and make an Intelligence check using the material's foraging DC as the craft DC. A successful check provides a poison of the desired effect (of which the ingredients are capable). An unsuccessful check expends the time and materials with the outcome often an unfortunate case of unintentional self-affliction (self-afflication occurs if a character fails the check by 8 or more).

For every additional hour spent preparing a single dose of poison, the DC is lowered by 1. Additional ingredients may be added to a concoction if they share an effect outcome with the primary ingredient. For every additional full dose's worth of an ingredient contributing to the preparation of a single dose of poison, the saving throw DC is increased by 1.

A creature subjected to a crafted poison must succeed on a Constitution saving throw equal to DC 15 + 1 for every additional dose's worth of ingredient used in it's preparation. If a poison would cause immediate damage to the target, that target takes half damage on a success and shrugs off all other effects. Ongoing damage does not affect a target that makes a successful saving throw.

Harvesting Poison

A character can also attempt to harvest poison from a poisonous creature, such as a large snake, wyvern, or silk wyrm. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner’s kit applies to this check if the character doesn’t have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature’s poison.

Coast (The Last Sea)

Name Appearance Form Effect DC
Puddingfish Ephyra, Domefish Floating on the water like a blue bubble with a sail,
its translucent body and long stinging tail are easily stranded
Tail (injury) (2d6/round, Paralyzed)
14
Reef Viper, Gaper A mottled brown and black snake with a habit of baring its fangs and exposing the bright white interior of its mouth when threatened Venom (Injury) (5d6/round)
15
Dead Men's Bells, Bloody Fingers, Sea Thimbles Vibrantly coloured and patterned bell shaped flowers bloom by the dozens from a single tall spike Whole plant (Ingested) (2d6, Poisoned)
16
Milky Mangrove, Blind-Your-Eye, Sea Poison Tree A tangled root system lifts the tree half out of the water while its heavy leaves dangle into the water's edge Sap (Contact) (Blinded)
16
Blue Ringed Octopus,
Reef Killer
A small brown octopus usually hiding amongst a reef's rocks and coral will suddenly flare iridescent blue rings Venom (Injury) (Paralyzed, suffocating)
19
2
BARD | POISON

Desert Waste (Rocky badlands, Salt flats, Sandy wastes, Stony barrens)

Names Appearance Forms Effect DC
Dune Weed, Fluxweed, Windroot Small and insects hover around the orange and yellow blossoms and long pointed leaves Nectar (Injury) Poison (1d6/round, Poisoned)
13
Spitting Fat-Tail,
Thick-Tail Scorpion
A dark, wide armoured body gives
way to small pale pincers at the head
Venom (Contact) Poison (Blinded)
16
Mastylings, Gold Scorpion A flattened tan body blends in easily to the sand and stone of a desert Venom (Injury) Poison (6d6)
17
Desert Rose, Kudu, Sand Star White star-shaped flowers with bold pink borders droop from succulent stems along with leathery, dark green leaves Sap (Injury) Poison (2d6, 1L Exhaustion/round)
17
Sand Slug A heavy, slow moving worm covered in orange and black markings, sluggishly drags itself between places of shade Venom (Injury) Poison (6d6, 1d6/round, poisoned)
18
Redback Spider, Grey Widow A sharp and threatening looking black spider with a striking red hourglass mark on the abdomen Venom (Injury) Poison (3d6, Poisoned)
18
Fire Scorpion A waxy, red scorpion hunts at night holding its stinger high, ready to strike any pray that strays into its path Venom (Injury) Poison (3d6, Attack disadvantage)
22

Grassland (Verdant belt, Scrub plains)

Names Appearance Forms Effect DC
Blackroot, Bowman's Plant,
Culversphysic
Like spears raised high the lilac flowers
taper to a point above sharp leaves
Root (Ingested) Poison (Poisoned)
13
Rasclinngloves, Dead Men's Bells,
Bloody Fingers, Fairy Thimbles
Vibrantly coloured and patterned
bell shaped flowers bloom by the
dozens from a single tall spike
Whole plant (Ingested) Poison (2d6,
Poisoned)
16
Bush Adder A thick bodied snake in bands of black,
brown, and orange, shockingly adept
at disappearing into the undergrowth
Venom (Injury) Poison (1d6/round, Paralyzed)
17
King Snake, Hamadryad A characteristic dramatic hood stretches over the snake's head and part way down its striped body Venom (Injury) (2d6, Blinded, Sleep in 1min)
18
Strychnine Tree, Snakewood, Humble Button A short, thick, crooked, pale tree trunk
topped with a full dome of leaves and hard orange fruit
Fruit seeds (Inhaled) Poison (4d6/round, Paralyzed)
20
Burnflower Seeds, Burn Nut, Gas Pip Small oilly seeds begining to root in a shady spot Seeds (Contact) Ignites in sunlight
20

Jungle (Forests)

Names Appearance Forms Effect DC
Deathbloom, Blood Root Vibrantly coloured and patterned bell shaped flowers bloom by the dozens from a single tall spike Whole plant (Ingested) Poison (2d6, Poisoned)
12
Passion Vine A leafy climber bears exotic purple and yellow flowers to match its strange bulbous, purple fruit Flowers (Ingested) Draught (Sleep)
13
Oleander, Nerium Pink pinwheel flowers stand out from dark heavy leaves on a small tree Sap (Contact); Wood (Inhaled) Poison (Blinded);
Poison (Poisoned)
14
Velvetleaf, Moonseed Long woody vines stretching between trees, bearing heart-shaped leaves and small dark seed pods Seeds (Injury) Poison (Stunned)
14
Blight Angel,
Deadly Amonita
A city of sweet-smelling mushrooms growing at the base of hardwood trees, some heads rounded, some flat, all stained brown in the centre and paling at the fringes Poison (Inhaled); Whole fungus (Ingested) Poison (2d6/round); Poison (1L Exh./12hrs)
14
3
BARD | POISON

Jungle (Cont.)

Names Appearance Forms Effect DC
Needlemouth, Gaper A mottled brown and black snake with a habit
of baring its fangs and exposing the bright white interior of its mouth when threatened
Venom (Injury) Poison (5d6/round)
15
Milky Mangrove, Blind-Your-Eye, River Poison Tree A tangled root system lifts the tree half out of the water while its heavy leaves dangle into the water's edge Sap (Contact) Poison (Blinded)
15
Angel's Trumpet, Feingold, Devil's Breath Plant Fragrant, pale-yellow blooms edged in red hang like pendants from an elegant, winding tree Seeds (Inhaled) Poison (As Suggestion spell)
16
Lantern Stinkhorn, Lizard's Claw A slimy pink rocket stinking of rotting flesh and excrement gets even worse when it splits into several reaching tentacles Whole fungus (Inhaled) Poison (Target spends turn retching)
16
Sulphur Tuft, Clustered Woodlover Clumps of clustered yellow toadstools clamber to consume the dead matter of stumps and branches Whole fungus (Ingested) Poison (Blinded, Paralyzed)
16
Golden Frog, Poison Arrow Frog, Yellow Blackfoot A bright yellow amphibian with a black underside, so small that it can still be easily missed in the rainforest Skin (Injury) Poison (Paralyzed, death
in 3min)
18
Miner's Moonlight, Moonshine Mushroom Climbing in steps up the tree trunk like a natural ladder are orange gilled fungal bodies Whole fungus (Ingested) Poison (Poisoned)
18
Bush Adder A thick bodied snake in bands of black, brown, and orange, shockingly adept at disappearing into the undergrowth Venom (Injury) Poison (1d6/round, Paralyzed)
19

Mountain (Jagged Cliffs, Ringing Mountains)

Names Appearance Forms Effect DC
Tembosbane, Monkshood, Devil's Helmet, Love's Chariot, Aconite Dark purple flowers burst and curl, foxglove like, from all sides of a tall central stalk Whole Plant (Contact); Roots (Ingested) Poison (2d6/round); Poison (Death in 4hrs)
14
Rasclinngloves, Dead Men's Bells, Bloody Fingers, Fairy Thimbles Vibrantly coloured and patterned bell shaped flowers bloom by the dozens from a single tall spike Whole plant (Ingested) Poison (2d6, Poisoned)
15
Funnel-Web Spider, Atrax Strong, shining legs branch off a fat black body, the spider squeezes itself into a small ground burrow to hide Venom (Injury) Poison (2d6, Poisoned)
15
Hooded Shrike,
Black-Headed Pitohui
A striking combination of black and orange plumage flutters between trees Skin, feathers (Contact) Poison (1d6/round)
17
Rattletail, Spikeback Brown, vicious looking viper with a hideous rattle for a tail, which it shakes before striking with deadly speed Venom (Injury) Poison (Blinded, Poisoned)
17
Mastylings, Black scorpions A flattened onyx body blends in easily to the sand and stone of a desert Venom (Injury) Poison (6d6, 1d6/round, poisoned)
18
King Snake, Hamadryad A characteristic dramatic hood stretches over the snake's head and part way down its striped body Venom (Injury) Poison (2d6, Blinded, Sleep in 1min)
18
4
BARD | POISON

Subterranean (Caves, Caverns)

Names Appearance Forms Effect DC
Miner's Moonlight, Moonshine Mushroom Climbing in steps up the cave wall in the dark are faintly green glowing half-cup fungal bodies Whole fungus (Ingested) Poison (Poisoned)
15
Devil's Fingers, Octopus Stinkhorn, Illithid Egg A round white bulb erupts into pale meaty tentacles which attract insects to absorb in their stinking slime Whole fungus (Inhaled) Poison (Target spends turn retching)
16
Ghost Fungus A funnel shaped mushroom shining brightly enough in the dark to read by Whole fungus (Ingested) Poison (Poisoned)
17
Defiler's Heart, Red Cage, Lattice Stinkhorn A supposedly carnivorous hollow cage of pink, fleshy fungus riddled with holes that resemble bloody wounds Whole fungus (Contact); Whole fungus (Ingested) Poison (2d6/round); Poison (3d6, Stunned)
17
Arsenic Ore, Mispickel Flaking silver crystalline rock which releases a garlic smell when struck Mineral (Inhaled) Poison (Poisoned, sleep in 10min, death in 3days)
19
Blue Vitriol, Chalcanthite Brilliant blue gems growing in tight knit threads from copper deposits, dissolves quickly in liquid Mineral (Ingested) Poison (Poisoned)
20
Cinnabar, Dragon's Blood Nuggets of gleaming red crystal stick out from
the other gem clusters in chunks
Mineral (Contact) Poison (Poisoned)
22

Sea of Silt

Names Appearance Forms Effect DC
Silt Horror Eggs, Spawn Eggs A mucus like sack containing a cluster of small
eggs lying in a shallow silt pool
Sap (Contact) Poison (Blinded)
12
Baby Silt Serpent, Dust Viper A writhing mass of tiny mottled white and gray snakes Venom (Injury) Poison
(5d6/round, )
13
Grayleaf,Ashseed Long woody vines stretching out from the silt,
bearing dagger-shaped leaves and small ashen seed pods
Seeds (Injury) Poison (Stunned)
14

Swamp

Names Appearance Forms Effect DC
Milky Mangrove,
Blind-Your-Eye, River Poison Tree
A tangled root system lifts the tree half out of the water while
its heavy leaves dangle into the water's edge
Sap (Contact) Poison (Blinded)
12
Needlemouth, Gaper A mottled brown and black snake with a habit of baring its
fangs and exposing the bright white interior of its mouth when threatened
Venom (Injury) Poison (5d6/round)
13
Velvetleaf, Moonseed Long woody vines stretching between trees, bearing heart-shaped leaves and small dark seed pods Seeds (Injury) Poison (Stunned)
14
Sulphur Tuft, Clustered Woodlover Clumps of clustered yellow toadstools clamber to consume the dead matter of stumps and branches Whole fungus (Ingested) Poison (Blinded, Paralyzed)
15
Water Hemlock, Muskrat Weed A spindly knee-high plant with distinct tufts of tiny white flowers growing by the waterside Whole plant (Injury) Poison (Poisoned)
18
5
BARD | POISON

Tundra (Snowy Terrains)

Names Appearance Forms Effect DC
Blackroot, Bowman's Plant, Culversphysic Like spears raised high the lilac flowers taper to a point above sharp leaves Root (Ingested) Poison (Poisoned)
14
Wormwood, Sagewort, Absinthe A stunted flowering weed low to the ground with round yellow buds not quite open enough to be regarded flowers Oil (Ingested) Poison (2d6)
14
Pasque Flower, Wind Flower Stars of pink and purple bowed in the frost open to the sunlight to soak up what they can, fuzzy fruit like something from Dr Seuss Juice (Draught) Poison (Sleep in 1min)
15
Bearberry Bush Growing low to the ground to keep out of the wind, bright green leaves and shiny, red berries attract critters Berries (Ingested) Poison (Deafened, poisoned)
16
Tembosbane, Monkshood, Devil's Helmet, Love's Chariot, Aconite Dark purple flowers burst and curl, foxglove like, from all sides of a tall central stalk Whole Plant (Contact); Roots (Ingested) Poison (2d6/round); Poison (Death in 4hrs)
20

Urban (Cities, Towns)

Names Appearance Forms Effect DC
Thornapple, Moonflower, Jimsonweed, Devil's Trumpet, Hell's Bells, Stinkweed Ghostly pinwheel blooms of white distract from
jagged, threatening leaves and large, dangerously spiny fruit pods
Fruit seeds, roots (Ingested) Poison (Blinded, Stunned)
13
Rasclinngloves, Dead Men's Bells, Bloody Fingers, Fairy Thimbles Vibrantly coloured and patterned bell shaped flowers bloom by the dozens from a single tall spike Whole plant (Ingested) Poison (2d6, Poisoned)
15
Redback Spider, Grey Widow A sharp and threatening looking black spider with a striking red hourglass mark on the abdomen Venom (Injury) Poison (3d6, Poisoned)
16
Dung Bettle, Filth Bug Brown unbecoming insect crawling around piles of feces Venom (Injury) Poison (Blinded, Poisoned)
17
Alley Viper, Bard Snake Black and brown markings are defined into tessellating diamonds by bright white borders and dark spots Venom (Injured) Poison (4d6, Poisoned)
20
6
BARD | POISON
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.