Roguish Archetype
At 3rd level, a rogue gains the Roguish Archetype feature. In addition to the options offered in the Player's Handbook, the following is also available to a rogue: the Poisoner.
Poisoner
As a result of an intense study and a careful and methodical practice, the Poisoner combines these elements to achieve a mastery of the most silent way of killing: the poison.
Sometimes seen as cowards, people dedicated to the understanding of venoms and intoxicating elixirs, must face death in their own laboratories, in every new attempt at creation and improvement.
Their crafty and swift hands enables them to hit with precision crucial centers on any creature anatomy. As experts in natural and unnatural toxins, the Poisoner takes advantage of the fragility of a life form to induce a wide variety of effects, including paralysis, deafness and even death.
Poison Creator
When you choose this archetype at 3rd level, you gain proficiency with the poisoner's kit and the herbalism kit. If you already have proficiency with the poisoner's kit, you gain expertise with it.
Additionally, crafting poisons takes you half as much time as it normally does and long rests may count as downtime for poison crafting purposes. You may also add your Intelligence modifier to one damage roll made with a poison and ignore resistance to poison. At level 6, you learn to include Holy Water in your creations. When you do so, that vial ignores immunity to poison damage from fiends and undeads and deals an extra 2d6 radiant damage. The benefits of this feature apply even if another character aids you during the crafting process.
Gifted User
Starting at 3rd level, when using a poison you gain the following benefits:
Meticulous Coating. You can use your bonus action granted by your Cunning Action to apply a vial of poison. When you do so, you can coat one slashing or piercing weapon, or up to five pieces of ammunition.
Expansive Toxin. When you use poison of inhaled type, you can fill a 10-foot cube with a single dose.
Lethal Dose. When using a poison of the ingested type, it counts as a critical hit for the purposes of damage on the first roll, provided the victim is unaware of the danger.
Art Credit
Fangs of the Empire from the game Gwent , ©CD Projekt, by Grafit Studio
Physiology Expert
At 9th level, your expertise around the innerworkings of a creature's anatomy makes you immune to poison. You can spend at least 1 minute observing or interacting with another creature outside of combat, to learn certain information about it:
- Constitution modifier
- Whether it is affected by poison and the type of poison
- Its location during the next hour or until you use this feature again, provided the target remains within a mile of you.
This feature can't be used against creatures who are immune to poison.
Exploiting The Enfeeblement
Beginning at 13th level, you learn to read the body and movements of creatures affected by poison. On your turn, you gain advantage on attack rolls against poisoned creatures, provided you haven't used your Sneak Attack this turn. You can also use your Action to utilize a herbalism kit in order to create an antidote for a poisoned creature that is within 5 feet of you.
Predatory Virulence
At 17th level, each time you use your Sneak Attack with a weapon with a poison you created, you may impose disadvantage on the first saving throw made by the target to resist it.
