Roguish Archetype

The Toxiturge

You have had a keen eye for poisons to aid your sneaky endeavors. Studying and crafting alchemical substances has been your specialty and you know how to utilize them out in the open or in the shadows. But who has time to collect all those ingredients and stew over test tubes and boiling pots? You've grown a knack for the arcane and have found a way to replicate alchemical, mostly poisonous, effects through magic.

Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in the poisoner's kit.

Cantrip

When you choose this archetype at 3rd level, you learn the poison spray cantrip. Your spellcasting ability for this cantrip is Intelligence. Your spell save DC is 8 + your proficiency bonus + your Intelligence modifier. When you reach level 6, you may add half of your Sneak Attack dice to the damage done by this spell if the proper conditions are met for Sneak Attack.

Alchemical Bomb

Starting at 3rd level, you can use your bonus action to throw a magically crafted alchemical bomb at any point within 20 feet that creates a cloud of gray-black smoke. Through magic and a specific bomb recipe your vision is not hindered while in this cloud and you can see objects in the cloud.

Enemies within this cloud must make a Constitution saving throw against your spell save DC. If an enemy fails, they are blinded until they exit the cloud. The cloud lasts until the beginning of your next turn and can be used an amount of times equal to your Intelligence modifier each day.

Sleeping Edge

At 9th level, you discover how to temporarily imbue the properties of a sleeping potion onto your weapons. You can use your action to magically create and spread a sleep inducing liquid over one of your weapons or a piece of ammunition.

On the next attack you land with this weapon or piece of ammunition, the creature that is hit must make a Constitution saving throw against your spell save DC. On a failed save, the creature falls asleep for an amount of minutes equal to your Intelligence modifier time 10 + the damage dealt by the successful attack on the creature. The creature wakes up before then if it takes damage or someone uses an action to shake it awake.

The creature has disadvantage on the save if their health is less than or equal to your Intelligence modifier times 5. This threshold increases to your Intelligence modifier times 10 at 15th level.

Arcane Brewing

At 13th level, during a short rest you can magically create one dose of a poison that is worth 200 gp or less (and other potions within the DM's discretion) without the use of any materials.

Alternatively, you can magically increase the potency of a poison by increasing its duration by an hour or by increasing the damage done by it by 1d6. The poison must be used within an amount of time equal to your Intelligence modifier or it loses its potency.

Deadly Touch

You have mastered the summoning and use of various poisons on and off the battlefield. You are now able to summon small doses of extremely volatile substances from your hands that can do serious harm to enemies.

Using your action, you can touch a creature to apply a type of poison to it, or fill a small object with a dose of the poison.

Hidden Nightshade. For this toxin to take effect, the poison must be administered unbeknownst to the target creature. If the poison is ingested, it will take effect in 30 seconds; if it is administered through contact, it will take effect in one minute.

Once the effect starts, the creature must make a Constitution saving throw against your Spell save DC. If it fails, the creature takes 4d6 poison damage and is poisoned for a half hour. The creature must make this Constitution saving throw every five minutes for a half hour or suffer 2d6 more poison damage. The creature loses the poisoned condition and will not get further damaged if it is treated before the half hour ends.

Corrosive Acid. For this toxin to take effect, you must touch the target creature with the hand the poison is being produced from. If in combat, you must make and succeed an unarmed strike with the same hand for the poison to take effect.

When the toxin is applied to the target creature, it immediately takes 6d6 acid damage. For a minute afterwards, it must make a Constitution saving throw

against your Spell save DC at the

beginning of its turn. If it

fails, it takes an additional

3d6 acid damage. The

effect ends after a

minute or if the

creature succeeds

on a Constitution

saving throw.