Roguish Archetype - Black Dog

The blink dog is the symbol of House Ghallanda - a helpful beast that leaps to the aid of travelers in need. In the darkness, however, one dog is easily mistaken for another. Travelers might hear tales of a secret society within House Ghallanda, a cabal of vigiliante assassins who specialise in the use of poisons. These deadly halflings call themselves the Children of Dhurinda, but few others use this name. When a rowdy patron drops dead in a tavern, the innkeeper curses the black dogs.

Black Dogs are viewed as criminals and agents of justice in equal measure. Though you are willing and able to kill in the name of your belief, many Black Dogs prefer to avoid murder unless necessary. Black Dogs often establish their own personal code of which crimes to punish and how, though whatever code you follow, you will likely do so because you believe the governments and the Houses are unwilling to do what needs to be done.

In order to take this subclass, you must be a halfling with a Mark of Hospitality.

Dragonmark Spells

At 3rd level you automatically learn the spells added to your spell list by your Spells of the Mark racial feature when you reach certain levels in this class as on the table below. In addition, you can use your dragonmark as an arcane focus for these spells, even if both your hands are occupied. You can cast each of your dragonmark spells once without expending a spell slot, refreshing on a long rest. Intelligence is your spellcasting ability score for these spells.

Rogue Level Spells
3 Goodberry, Sleep
5 Aid, Calm Emotions
9 Create Food and Water, Leomund's Tiny Hut
13 Aura of Purity, Mordenkainen's Private Sanctum
17 Hallow
20 Heroes' Feast

Create Poison

From 3rd level you gain proficiency with a Poisoner's Kit, if you did not already have it. You may also create a magical poison a number of times equal to your proficiency bonus, refreshing on a long rest, as listed on the table below. Any magical poisons you create with this feature radiate a faint aura of magic, but lose their potency at the end of your next long rest.

Finally, you can apply poisons to weapons as a Bonus Action.

The DC for poisons you create, either via magic or mundane methods, is 8 + your proficiency bonus + your Intelligence modifier, unless it would normally be higher. All the poisons below provoke Constitution saving throws.

Poison Effect
Arsenic (Ingested) On a failed save the target's Constitution score is reduced by 2 and they are Poisoned for 24 hours.
Dhurinda's Stench (Ingested) On a failed save the target immediately spends 1 minute using their action vomiting. They may make a new save at the end of each turn to end this effect early.
Id Moss (Ingested) On a failed save the target takes 2d6 psychic damage, or half as much on a successful Save. Their intelligence score is reduced by the Psychic damage until they complete a long rest. If their intelligence score is reduced to 0, they are rendered unconscious.
Black Adder Venom (Injury) On a failed save the target's number of Legendary Actions is reduced by 1 until they complete a short or long rest. This effect cannot stack with itself.
Bloody Tal (Injury) On a failed save the target takes 2d6 poison damage, or half as much on a successful save.
Stonejaw (Injury) On a failed save the target's jaw seizes up, preventing them from speaking or casting spells with Verbal components for 1 minute. They may make a new save at the end of their subseuqent turns to end the effect early.
Light Torpor (Contact) On a failed save the target's Dexterity score is reduced by 2. They continue to make new saves at the end of each of their subsequent turns until they succeed on a save. With each additional failed save, their Dexterity score is reduced by a further 2. If reduced to 0, they are rendered unconscious. This damage can be removed either via a Lesser Restoration spell or by completing a long rest.

Dhurinda's Trick

At 9th level as an action you can teleport a poison that is on your person into a food or liquid that you can see within 30ft of yourself. You must make a successful Dexterity (Sleight of Hand) ability check, contested by any observer's passive Perception scores, in order to conceal this.

Debilitating Strike

From 9th level when you successfully deal Sneak Attack damage to a creature, you can sacrifice three of your damage dice to deal a debilitating strike. The target gains one of the following: Vulnerability to Poison damage or disadvantage on their next saving throw. This lasts until the end of your next turn. This is resolved and applied before any poison on your weapon.

Empower Poison

At 13th level the DC on any poisons you create, whether by magic or by your poison kit, is increased by +2. In addition, the poisons you create now ignore Immunity to the Poisoned condition, and they treat Immunity to poison damage instead as Resistance to poison damage.

Dhurinda's Touch

From 18th level you can apply poison even at a touch. Merely by making skin contact with another creature (which requires a successful unarmed strike attack roll if they are hostile) you can apply a poison you are carrying to them, whether it be Inhaled, Ingested, Contact, or Injury. When you do so you can choose to delay the effects of the poison by up to 5 minutes. They make the saving throw as normal, once any delay you have chosen has elapsed. You must make a successful Dexterity (Deception) check, contested by any observer's passive Insight scores, in order to conceal this poison application.

In addition, you can now apply poison you are carrying to a weapon as part of making an attack, instead of requiring a bonus action.

Lost in the Crowd

Your expertise of slipping in amongst others is unparelleled. From 18th level you can now successfully Hide, even while being observed and without cover, so long as there are at least 3 creatures larger than you within 15ft of you.