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Poisoner Rogue

In the shady corners of Chronanese society, such as the Komplecza Undercity in Czenova, where criminal gangs rule, alchemists of questionable morality have found lucrative work brewing and selling various poisons. But on the highest demand among the crime lords are individuals who dare not only brew poisons but use them, too. These roguish sellswords are known as poisoners.  

Poisoner Features

This roguish archetype befits someone of chaotic alignment, who has no qualms in selling their services to the highest bidder.
  • 3rd level: Brew Poison, Sneaky Poisoning
  • 9th level: Additional Poison Recipes, Sinister Reputation
  • 13th level: Additional Poison Recipe, Antibody
  • 17th level: Additional Poison Recipe, Virulent Venoms
  • Brew Poison

    Starting at 3rd level when you choose this archetype, you've mastered the art of brewing poisons. You gain proficiency with poisoner's kit. If you already have proficiency with it, you gain expertise instead, and your proficiency bonus is doubled for any ability check you make that uses the kit.   The time spent and material cost of brewing poisons is halved for you. With 30 minutes of work using a poisoner's kit and expending the material cost per dose, you can create a number of doses of one type of poison from a recipe that you know equal to your proficiency bonus. If you wish to sell your poisons, you can usually get away with asking three times the material cost for payment.   For certain poisons, you can replace brewing and thus the material cost by harvesting the poison from a dead or incapacitated creature indicated in the recipe with a poisoner's kit. Harvesting one dose of the poison requires 1d6 minutes followed by a DC 20 Intelligence check using your poisoner's kit proficiency. On a failed check, you are unable to extract any poison. If you fail the check by 5 or more, you are subjected to the creature's poison. The maximum doses you can harvest from one creature equals your proficiency bonus.   Poisons come in four different types:
  • Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
  • Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
  • Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
  • Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
  •   When a creature is subjected to the poison, they must succeed on a Constitution saving throw against your poison's DC or take the effect of the poison. The saving throw DC for your poisons equals 8 + your intelligence modifier + your proficiency bonus.   At 3rd level, you know how to brew Basic Poison and two other poisons of your choosing without level requirements from the list of recipes. You learn additional recipes from the list at 9th, 13th and 17th level, and at your DMs discretion, you can find new recipes during your adventures.
  • Basic Poison (injury, no material cost): On a failed save, the target takes 1d4 poison damage. This poison dries out and becomes ineffective if not used within 1 minute after application.
  • Assassin's Blood (ingested, material cost 75 gold): On a failed save, the target takes 1d12 poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
  • Biza's Breath (inhaled, material cost 50 gold): On a failed save, the target becomes poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Myconid Spores (inhaled, material cost 50 gold or harvested from a myconid sovereign): On a failed save, the target is poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Potent Poison (injury, material cost 25 gold or harvested from a poisonous snake): On a failed save, the target takes 2d8 poison damage. This poison dries out and becomes ineffective if not used within 1 minute after application.
  • Truth Serum (ingested, material cost 75 gold): On a failed save, the target is poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
  • Wizardsbane Oil (contact, material cost 75 gold): On a failed save, the target is poisoned until the end of its next turn. The poisoned creature cannot concentrate on a spell while it is poisoned.
  • Sneaky Poisoning

    Also at 3rd level, you can apply a dose of injury type of poison to a weapon or a piece of ammunition as a bonus action. Applying contact type of poison on an object, ingested type of poison into food or drink and blowing into an inhaled type of poison also costs a bonus action for you. You can carry up to three doses of any type of poison on your belt, bandolier or other easily accessible place to be used this way, and can spend an action to replenish the doses from your stock.   Furthermore, you gain a new way to use your Sneak Attack feature: you don't need advantage on the attack roll to add Sneak Attack damage if the target is poisoned and you do not have disadvantage on the attack.  

    Additional Poison Recipes

    At 9th level, you learn two additional poison recipes to use with your Brew Poison feature. The following recipes are added as possible options for you:
  • Carrion Crawler Mucus (contact, material cost 100 gold or harvested from a carrion crawler, requires 9th level to learn): On a failed save, the target is poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Drow Poison (injury, material cost 100 gold, requires 9th level to learn): On a failed save, the target is poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Essence of Ether (inhaled, material cost 150 gold, requires 9th level to learn): On a failed save, the target is poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Malice (inhaled, material cost 150 gold): On a failed save, the target is poisoned for 1 hour. The poisoned creature is blinded.
  • Pale Tincture (ingested, material cost 125 gold, requires 9th level to learn): On a failed save, the target takes 1d6 poison damage and becomes poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 1d6 poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
  • Serpent Venom (injury, material cost 100 gold or harvested from a giant poisonous snake, requires 9th level to learn): The target takes 3d6 poison damage on a failed save, or half as much damage on a successful one.
  • Sinister Reputation

    By 9th level, you have gained infamy for your skill with brewing and applying poisons, and gain advantage in Intimidation and Persuasion checks made to sell your poisons or your services. Passing a DC 20 check with these skills means that you can ask for up to five times the price of the material cost of your poisons from those willing to buy them.  

    Additional Poison Recipe

    At 13th level, you learn one additional poison recipe to use with your Brew Poison feature. The following recipes are added as possible options for you:
  • Burnt Othur Fumes (inhaled, material cost 250 gold, requires 13th level to learn): On a failed save, the target takes 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the target takes 1d6 poison damage. After three successful saves, the poison ends.
  • Oil of Taggit (contact, material cost 200 gold, requires 13th level to learn): On a failed save, the target is poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
  • Torpor (ingested, material cost 300 gold, requires 13th level to learn): On a failed save, the target is poisoned for 4d6 hours. The poisoned creature is incapacitated.
  • Troll Venom (injury, material cost 300 gold or harvested from a venom troll, requires 13th level to learn): On a failed save, the target takes 4d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Antibody

    By 13th level, your body is so adjusted to poison that you gain resistance to poison damage and immunity to the poisoned condition. If you already have resistance to poison damage, you become immune to it instead. You always have immunity to poison damage from poisons you have brewed yourself.  

    Additional Poison Recipe

    At 17th level, you learn one additional poison recipe to use with your Brew Poison feature. The following recipes are added as possible options for you:
  • Green Dragon's Breath (inhaled, material cost 2000 gold or harvested from an adult green dragon, requires 17th level to learn): For this poison, the area of effect is a 10 ft. cube. On a failed save, each creature in the cube takes 16d6 poison damage on a failed save, or half as much damage on a successful one.
  • Midnight Tears (ingested, material cost 750 gold, requires 17th level to learn): A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature takes 9d6 poison damage on a failed save, or half as much damage on a successful one.
  • Purple Worm Poison (injury, material cost 1000 gold or harvested from a purple worm, requires 17th level to learn): The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one.
  • Wyvern Poison (injury, material cost 600 gold or harvested from a wyvern, requires 17th level to learn): The target takes 7d6 poison damage on a failed save, or half as much damage on a successful one.
  • Virulent Venoms

    Also at 17th level, you have become so masterful at poisoning that your poisons ignore resistance to poison damage for all creatures, and creatures with immunity to poison damage have resistance to poison damage caused by you instead. Furthermore, creatures other than constructs and undead with immunity to the poisoned condition only have advantage to the saving throw of your poisons to be poisoned.

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