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# Roguish Archetype ## Venomous (0.2) # You focus your training on the art of poisoning. Stealth and poison are your grim compatriots and help you dispose of your targets with painful expertise. # ## Tools of the Trade When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a poisoner's kit. If you ever lose this kit, you can spend 8 hours, which can be spent during Long Rest, creating a replacement by collecting necessary materials. ## Potent Venom Dabbling with poisonous substances has given you knowledge how to make even the most resistant of foes succumb to your concoctions. Starting at 3rd level, your attacks ignore a creature's resistance to Poison damage. ## Envenom Starting at 3rd level, you can use your poisoner's kit as a bonus action to coat a weapon or a piece of ammunition with a dose of deadly poison. For the next minute, the first time you deal damage with an attack, you deal an additional 1d6 Poison damage and can force the target to make a Constitution Saving Throw against your **Venom DC** or become Poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest.
**Venom DC** =
8 + your proficiency bonus +
your Wisdom or Intelligence modifier
\columnbreak ## Serpentine Acumen Your exposure to various poisons and venoms has deepened your understanding of the effects they have on the body. Starting at 9th level, you gain following effects: * You gain resistance to Poison damage and have advantage on saving throws against being poisoned. * Your Envenom damage increases to 2d6. * Your attacks against Poisoned targets are made with Advantage. ## Ars Veneni Your familiarity with the inner workings of toxins and various organisms grants you insight into new methods of creating specialized poisons. A few drops of holy water to hurt the Undead, a small amount of acid to disrupt the inner machinery of a Construct, your creativity knows no bounds. Starting at 13th level, you gain the following features: * Your Envenom damage increases to 3d6. * You ignore a creature's Immunity to Poison damage and to the Poisoned Condition. * Each time a creature affected by your Envenom attempts a Saving Throw to end the Poisoned condition on itself, it does so with a Disadvantage. ## Pinnacle of Toxicology Starting at 17th level, your expertise with poisons has reached unimaginable heights. * Your Envenom damage increases to 4d6. * **Mors venenum**: Once per Long Rest, when you deal damage to a creature with your Envenom, you can attempt to Paralyze the target instead of applying the Poisoned Condition. Affected creature needs to make a Constitution Saving Throw against your **Venom DC**. On a failed save, the target is Paralyzed for 1 minute. This effect ignores Immunity to Paralyzed condition.