Roguish Profession

Poisoner

Rogues who choose this profession are seldom scrupulous, often working as black market vendors of exotic toxins, or else hired by sinister syndicates and secret societies to employ their deadly craft for benefit of the highest bidder.


Toxicologist

3rd-level Poisoner feature

You are an expert at creating and improving toxins. You gain proficiency with the the Poisoner’s Kit, and your proficiency bonus is doubled for any ability check you make that uses this proficiency.

With 1 hour of uninterrupted work and expenditure of 50 gp of materials as part of a Short or Long Rest, you can quickly craft a Poisoner’s Kit.

Additionally, at the end of a Long Rest, you can create a number of doses of potent Antitoxin equal to your proficiency bonus. This Antitoxin loses its potency if it is not consumed after 24 hours. A creature can use an Antitoxin on themselves or an ally as an action, granting Advantage on saving throws to avoid or end the Poisoned condition, and Resistance to Poison damage for 1 hour to the imbiber. To use this benefit, you must have a Poisoner’s Kit on your person.

Saving Throws

Some of this classes features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Poisoner save DC = 8 + your proficiency bonus + your Intelligence modifier.

Poisoned Blades

3rd-level Poisoner feature

You are an well versed in methods for administering toxic substances to your targets, and exploiting their weaknesses while poisoned. You gain an additional way to use your Sneak Attack; you don’t need Advantage on the attack roll to use your Sneak Attack against a creature if the target is Poisoned, and you don’t have Disadvantage on the attack roll.

Venomous Strike. When you hit a creature with a weapon attack on your turn, you can attempt to poison the target. Roll half the number of Sneak Attack dice for your level (round up), and the target creature must make a Constitution Saving throw against your Poisoner save DC, taking Poison damage equal to the roll’s total on a failure, or half as much damage on a success. A creature that fails this save is also Poisoned for 1 minute. A Poisoned 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 equal to your proficiency bonus, and regain all expended uses after you finish a Long Rest. To use this benefit, you must have a Poisoner’s Kit on your person.

 

 

Potent Toxins

9th-level Poisoner feature

When you make a damage roll that deals Poison damage, you may choose to ignore a creature’s Resistance to Poison damage.

Poisoner’s Resilience

9th-level Poisoner feature

Your tampering with toxic substances has caused you to build up a tolerance. You have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself. You also have Resistance to Poison damage.

Killing Cloud

13th-level Poisoner feature

You have learned how to quickly produce a noxious concoction that creates a large cloud of stinging acrid fog. As an Action, you can throw an ampule of this concoction up to 60 feet, shattering it on impact. The ampule creates a 20-foot-radius sphere of poisonous fog centered on the point where it shatters. The fog spreads around corners and lasts for 1 minute, during which time the area is heavily obscured. A strong wind disperses the fog after 1 round.

When a creature enters the fog’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw against your Poisoner save DC. A creature takes Poison damage equal to your Sneak Attack damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t use it again until you finish a Short or Long rest. To use this feature, you must have a Poisoner’s Kit on your person.

Master Poisoner

17th-level Poisoner feature

Your mastery of toxic substances is now such that even creatures with the hardiest of constitutions fall before your handiwork, and though your poisons wrack the bodies and burn the minds of your foes, they somehow leave you unscathed. You gain the following benefits:

Poison Immunity. You are immune to Poison damage and the Poisoned condition.

Overwhelming Venom. When you force a creature to make a saving throw to avoid Poison damage or to avoid or end the Poisoned condition on itself, it has Disadvantage on its saving throw.

Incredible Toxicity. When you deal Poison damage to a creature that lacks Poison damage Immunity, you can treat that creature as if it had Vulnerability to the Poison damage you deal. You can use this benefit a number of times equal to your proficiency bonus (but only once per turn), and regain all expended uses when you finish a Long Rest.