Roguish archetype: Poisoner

You have studied the noble art of poisoner. This tradition is held both in high regard and high disdain. You know how to craft concoctions that kill, cripple and confuse. You trained to use them discretly and at a distance. Poisoners are often paid killers. The most famous are seeked out by nobles and even kings to aid their political plots. The fate of an empire can shift with a simple prick of a needle.

Poisoner Features

Rogue Level Feature 3rd Tools of the Trade, Deadly Concoctions 9th Mithridatism, Needle in a Haystack 13th Enchanted Needles 17th The King of Poisons

When you choose this archetype at 3rd level, you gain proficiency with Poisoner Tools, Poisoner Needles and Blowguns. You also gain profeciency with either the Nature or Medecine skill.

When you are hidden and miss with a blowgun attack, it doesn't reveal your position.

Sting of the Needle You can use your Bonus Action to discretly prick someone with a Poisoner's Needle by making a Dexterity (Sleight of Hand) check opposed to your target's Passive Perception. If you succeed, they are affected with the poison dose coated on your needle. If the check fails, you are noticed.

You can choose proficiency with Poisoner Tools as an option for Expertise at 6th level.

Deadly concoctions

At level 3, you learn 2 poison Concoctions form the list below. You can prepare a number of poison doses and needles equal to your proficiency bonus + Intelligence modifier at the end of a long rest using your Poisoner tools. Poisons from this list loose their effects after 24 hours and evaporate harmlessly if put directly into an open flame.

Your target has advantage on its Saving Throw if the poison wasn't administered with a Poisoner's Needle, ingested or ugraded with the King of Poisons feature.

Saving Throws The DC to resist your poisons is calculated as follows:

Poison save DC = 8 + your proficiency bonus (x2 if you have Expertise with Poisoner Tools) + your Intelligence modifier

If you use craft poisons from outside the list below in half the normal time but the at the same cost.

You learn one more Concoction at 6th, 9th, 12th and 15th rogue level.

Poisoner Needles Poisoner Needles are Finesse Light Martial Weapons, deal 1 Piercing damage plus Dexterity modifier on a hit and can be used as blowgun ammo.

Mithridatism

Starting at level 9, you have exposed yourself to enough poisons trough ingestion of minimal doses to gain resistance to poison damage and advantage on saving throws to resist poison effects. You are immune to poisons you learned with the Deadly Concotions feature if you choose.

If you already are resistant to poison from another feature, you instead become immune to all poisons.

Needle in a Haystack

Starting at level 9, you have learned to retreat safely after a poisoning attempt. If you you fail your Sting of the Needle attempt or hit your target with a blowgun attack, you can use your reaction to move up to 10 feet and attempt to hide with a Dexterity (stealth) check or, if you are part of a crowd, a Charisma (deception) check.

Enchanted Needles

At level 13, your Poisoner Needles become magical and gain +1 to attack and damage rolls when coated with poisons you crafted.

Your poisons are now charged with enought magic to affect unatural beings. Creatures of the Celestial, Elemental, Fiend and Undead categories with immunity to poison damage and condition are instead resistant to poisons you crafted.

King of poisons

Starting at lvl 17, You have mastered the art of poisons, toxins and venoms. When preparing your needles at the end of a long rest, you can spend 100gp worth of materials and choose to upgrade one of your doses with two of the following effects:

Undetectable The poison has no taste, no smell, no color and cannot be magicaly detected by anything short of a wish spell or divine intervention.

Lethal You add your Sneak Attack dices to your dose as poison damage (or Elemental if both options are chosen.) This option cannot be used on the same turn as the Sneak Attack Feature