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Rogue: The Poisoner: in Your Hands, A Couple Droplets Can Change History

This document describes a rogue subclass called the Poisoner. It provides features like poison proficiency, signature poison recipes, and the ability to enhance poisons. The recipes have various effects like damage, conditions, and charms. It also includes tables for quirks and goals for a Poisoner character.
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0% found this document useful (0 votes)
244 views3 pages

Rogue: The Poisoner: in Your Hands, A Couple Droplets Can Change History

This document describes a rogue subclass called the Poisoner. It provides features like poison proficiency, signature poison recipes, and the ability to enhance poisons. The recipes have various effects like damage, conditions, and charms. It also includes tables for quirks and goals for a Poisoner character.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rogue: The Poisoner

In your hands, a couple droplets can change history

A 5e subclass by Trekiros
Antitoxin 13th-level Poisoner feature
Rogue: The Poisoner You have altered your body with various alchemical substances
No matter how rich a noble is, or how strong a monster grows, to protect it from outside influence. You are immune to one
they are nothing when compared to the merciless touch of condition of your choice: charmed, frightened, petrified,
nature. Armed with only time and cunning, there is no obstacle poisoned, stunned.
you cannot overcome, for you know how to bend nature to your Whenever you finish a long rest, you can choose a different
will, and have it even the playing field. In your hands, a couple condition.
droplets can change the course of history.
Angel of Mercy 17th-level Poisoner feature
Doctor Death 3rd-level Poisoner feature Whenever you use your sneak attack while your weapons are
You gain proficiency with poisoner's kits and blowguns. coated with one of your compounds, the attack's target makes
Additionally, while you are hidden, attacks made with a the saving throw against the compound with disadvantage.
blowgun do not reveal your location.

Signature Recipes 3rd-level Poisoner feature


You carry dangerous compounds which have debilitating effects
on a wide variety of creatures.
Preparing compounds. Whenever you finish a long rest,
you can use a poisoner's kit or a components pouch to prepare
two vials of a compound of your choice from the recipes listed
below. The poisons remain potent until the end of your next
long rest. You can prepare one additional vial at 9th, 13th, and
17th level. When you get to those levels, the table expands to
include new options to choose from.
Compound save DC. When subjected to one of your
compounds, a creature must succeed on a Constitution Saving
Throw with a DC equal to 8 + your proficiency bonus + your
Intelligence modifier or suffer the recipe's effects.
Administering a compound. As an action, a creature
holding one of your vials administer the compound in one of
the ways described below. The duration of the compound's
effect depends on how it was administered. You can use the
bonus action granted by your Cunning Action to use a
compound in this way.
Coating a weapon. The creature smears the compound on
its weapons. The next time the creature hits another
creature with a weapon attack, the target is subjected to the
compound. If the creature uses this action again, or after
one minute, the compound is washed off. The compound's
effect lasts until the end of the attacker's next turn.
Tossing the vial. The creature tosses one of your vials to a
surface within 30ft of it. The vial shatters and sprays nearby
creatures with its contents. Any creature within 5ft of the
point of impact is subjected to the compound. The
compound's effect lasts for one minute, and a creature
repeats the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Poisoning a meal. The creature pours the compound into
Poisoner Quirks d4
up to 5 gallons of liquid or 5 pounds of food. Any creature
which consumes the tainted item is subjected to the I am very secretive, I never tell people my real name 1
compound after 10 minutes, and makes the save with I never forget the face of someone I've killed 2
disadvantage. The compound's effect lasts for one hour.
There are some recipes I refuse to use out of ethics 3
Coating the weapon does not consume the contents of the vial,
I panic easily when things do not go according to plan 4
so it can be used again. Tossing it or poisoning a meal does,
which means the vial cannot be used anymore.
Poisoner Goals d4
Surgical Accuracy 9th-level Poisoner feature I am to investigate death threats sent to my liege 1
You know where to aim for your compounds to spread in the
target's body most efficiently. When you administer a
I need ten people dead for the murder of a loved one 2
compound which deals damage by coating a weapon, the I was asked for a poison that could kill a god 3
compound deals an additional 1d6 damage. The damage
I study poisons so I can find antidotes to them 4
increases by an additional 1d6 at 13th and 17th level.
Compound Recipes (3rd level)
Toxic Sting. The creature takes 1d6 poison damage, and is Frequently Asked Questions
poisoned for the duration.
Do these compounds work against creatures who are
Caustic Fang. The creature takes 1d6 acid damage, and loses
immune to poison?

the use of one of its hands for the duration. If it is holding an


item or grappling a creature with this hand when the effect Only Toxic Sting and Contagion deal poison damage. All
starts, it must let go.
other recipes are unaffected by this immunity. This is
Noxious Needle. The creature takes 1d6 necrotic damage, and
intentional.
cannot regain hit points for the duration.

Frigid Point. The creature takes 1d6 cold damage, and its
speed is reduced by 10 feet for the duration.

Does a creature attacked by my blowgun while I was hidden


Amity. For the duration, the creature becomes charmed by you, know it's been attacked?

or by a creature whose hair was used when brewing this Yes - but it just doesn't know where you are, and you don't
compound. It views the chosen creature as a friendly
acquaintance. When the effect ends, it knows it was charmed.

have to hide again. It can attempt to search for you on its


Feebleness. The creature deals 1d8 less damage (to a turn, as an action.
minimum of 1) with weapon attacks for the duration.

Truth Serum. The creature can't knowingly speak a lie for the If I put poison in a meal, do people see me do it?

duration.

It will probably involve some sort of skill check, but it's up


Terror. The creature is frightened of all creatures for the
duration.
to your DM's ruling.

Compound Recipes (9th level) Can I kill my party with this?

Exalted Spike. The creature takes 1d6 radiant damage, and if As a reminder, rogues might be assassins, thieves, and in
it is reduced to zero hit points during the duration, it does not this case, poisoners, but playing one is never an excuse to
die, and is stabilized.
Voltaic Shard. The creature takes 1d6 lightning damage, and be a wangrod.
cannot take reactions for the duration.

Frenzy. The creature gains a number of temporary hit points Credits


equal to your sneak attack damage for the duration, and gains This subclass was made by Trekiros (Twitter, Mailing List)

If you enjoy this subclass, follow me for more content like this, and consider
one point of exhaustion. On a successful save, it gains the leaving a review on DMsGuild!
temporary hit points, but no exhaustion.

Croup. The creature becomes unable to speak, use breath All art is copyright Wizards of the Coast
weapons if it has any, or produce the verbal components of
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
spells for the duration. Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of
Compound Recipes (13th level) Wizards of the Coast in the USA and other countries.
Scorching Talon. The creature takes 1d6 fire damage, and This work contains material that is copyright Wizards of the Coast and/or
other authors. Such material is used with permission under the Community
takes 1d6 fire damage at the start of each of its turns for the Content Agreement for Dungeon Masters Guild.
duration (this secondary damage is not affected by Surgical All other original material in this work is copyright 2021 by the author
Accuracy). It can repeat the save as an action, ending the effect and published under the Community Content Agreement for Dungeon
on itself on a successful save.
Masters Guild.
Psionic Thorn. The creature takes 1d6 psychic damage, and
subtracts 1d4 from the saving throws it makes for the duration.
Creatures subjected to this compound must make a Wisdom
save instead of a Constitution save.

Amnesia. At the end of the effect, the creature forgets


everything that has happened during the effect.

Malice. the creature is blinded and deafened for the duration.

Poison Recipes (17th level)


Contagion. The creature takes 1d6 poison damage. If it dies
during the effect, each creature within 5 feet of it is subjected to
the poison as if you had tossed the vial on the dead creature.

Hysteria. The creature hallucinates and becomes unable to


distinguish friend from foe for the duration. It spends its turns
attacking the closest creature it can see.

Immortality. If the creature is reduced to zero hit points


during the effect, it doesn't die, and is petrified instead.

Torpor. The creature falls asleep for the duration, until it takes
damage, or another creature uses an action to shake it awake.

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