Roguish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer these talents in different directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus--not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Toxic Artisan

Poison is merely one of many tools in the belt of a rogue, but you take it and turn it into something truly terrifying. Be it a royal poisoner, an eccentric alchemist, a professional torturer, or a rebel terrorist, rogues who follow this archetype find themselves in many roles. You learn to mix a unique poison for every situation, not only for in-combat use, but for silent application in everyday life.

Bonus Proficiencies

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

Poison Specialist

Starting at 3rd level your expertise with poisons allows you to quickly apply them to weapons. You may apply a poison to a weapon as a bonus action.

Additionally, you can easily identify when poison is at work and are able to reverse engineer recipes from any poisons you acquire. You have advantage on Intelligence (Medicine) checks to determine if something is a poison or a creature is being affected by one. You may craft any poison you identify this way by spending only half the cost and half the time as would normally be required.

Flexible Brew

At 3rd level, you have begun to develop an arsenal of poisons for every situation. You may spend time during a long rest to craft a number of vials of poison following recipes unique to yourself. The number of vials you can craft each long rest is equal to your proficiency modifier. Each vial contains one dose, and must be applied within 24 hours or it becomes inert. You may select the method of application (contact, ingested, inhaled, injury; DMG pg. 257) and the effect for each dose, detailed below. When a creature is afflicted with this poison, they must make a Constitution saving throw or suffer the effects you crafted it to have. Creatures may suffer from multiple poisons at the same time, and must save against them seperately. The saving throw DC for poisons you create this way is calculated as follows:



Poison save DC = 8 + your proficiency bonus + your Intelligence modifer





























Blinding: Creatures

that fail the save are

blinded. At the end of each

of their turns they may repeat the saving

throw. This effect lasts for 1 minute or until they succeed the save.

Deadly: Creatures have disadvantage on the initial constitution save against this poison. Creatures that fail the save take 4d4 poison damage. The damage of this poison increases to 4d6 at 7th level, 4d8 at 11th level, 4d10 at 15th level, and 4d12 at 19th level.

Long-Lasting: Creatures that fail the save take poison damage equal to your rogue level, and must repeat the save at the beginning of each of their turns. If they fail, they suffer the damage again. This effect lasts for 1 minute or until they succeed the save.

Sleep: Creatures that fail the save fall asleep after 1d4 minutes. They wake up after 1 hour or they are hit by an attack or spell. While they are asleep, they have disadvantage on constitution saves.

Debilitating: Creatures that fail the save become poisoned, and gain one rank of exhaustion. As long as the creature is poisoned, they cannot regain health and at the end of each day they must repeat the saving throw. If they fail, they suffer an additional rank of exhaustion. If they succeed, they are no longer poisoned.

Slowing: effected creatures have their speed halved. At the end of each of their turns they may repeat the saving throw. This effect lasts for 1 minute or until they succeed the save.

Permeating Toxins

When you reach 9th level, you have worked with deadly poisons for so long that you have develped a tolerance. You are immune to the effects of any poison you create, you have resistance to any other scource of poison damage, and you have advantage on constitution saves against poisons and the poisoned condition.

In addition, the poisons you make have become so unique and unorthodox that creatures that would normally be resistant to them act as if the were not and creatures that would normally be immune act as if they had resistance instead.