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Rogue

Poisoner

The nightmare of every politician, gang lord, and royal. Poisoners excel at ruining lives. They leave bodies and paranoia in their wakes. They apply their vast knowledge of the arcane, medicine, nature, and herbs to great effect. They have vast networks of connections with Alchemists, Pharmacists, and Apothecaries.

Subclass Features

Lv 3

Poisoner’s Lore

You have advantage on Perceptions checks to perceive Poison. You have proficiency with Arcana, Nature, and Medicine.

You have advantage on gathering materials for Poison with Survival checks as long as the ingredients could be reasonably found.

Deadly Connections

You have networked with a wide variety of supplies through honest trade, blackmail, and murder. You have a discount with Alchemists, Pharmacists and Apothecaries. Assign each one with a discount of 5%, 10%, and 20%. You cannot change your discounts later. They can also get you any ingredient related to a Poison that is Very Rare or less rare within 1 week.

Poisoner’s Trade

You excel with your favored tools of the trade. You have a Poisoner’s Kit and proficiency with it and you have the Poisoner Feat.

You have the skills to use Poisons that would be logistically impossible for others to use. (See Poisons marked with an *)

Lv 9

Potent Poisons

You tweak and increase the potency of Poison. You add your Proficiency Bonus to your Poison’s CON and Perception throw DCs.

Any Poison damage you deal through Poisoned weapons or Poison you administer is increased by 1D6.

Lv 13

Mass Production and Clever Application

Through advanced alchemical and clever coating methods, when you would create a dose of Poison you create doses equal to your DEX modifier (Minimum 1). When you would apply a dose to coat a weapon you only use half of it.

Master Chemist

You excel at working with highly volatile concoctions. You can change the type of Poison (Inhaled, Injury, ect) to any other when you spend a long or short rest tinkering on it.

Lv 17

Deadly Poisons

You further develop your deadly mixtures. You add your INT Modifier (Minimum 1) to your Poison’s CON and Perception throw DCs.

Any Poison damage you deal through poisoned weapons or poison you administer is increased by 1D8.

Secret Art of Death

You learn arcane arts that allow your Poisons to reach targets that think they are safe from it. You can imbue a Poison with the capacity to affect creatures that are Immune to the Poisoned condition, Immune to Poison or Resistant to Poison. You can treat one dose this way once every long rest, the effects linger for the prepared dose for 24 hours.

Insidious Connections

Through faithful dealings, murder, blackmail, and other deeds, you can procure any Poison of any rarity within 72 hours as long as you pay twice the market value of the Poison.

You can use this feature once per week (10 Days).