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Assassin Variant: Poisoner, not Infiltrator
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<blockquote data-quote="NotAYakk" data-source="post: 9038273" data-attributes="member: 72555"><p>I like the idea of stealing from the Alchemist. If I may?</p><p></p><p>Rogue Subclass: <strong>Chemist</strong></p><p><strong></strong></p><p><strong>POISONER</strong></p><p>You gain proficiency with Poisoner's Kit. If you already have proficiency with the Poisoner's Kit, instead gain proficiency with another tool of your choice. When you make a proficiency check with a Poisoner's Kit, you add twice your proficiency bonus.</p><p></p><p>You are adept at using poison. When you deal poison damage, you add your dexterity bonus to the damage you deal, and when a trap or a weapon attack hits a creature, the save DC is increased by your intelligence bonus.</p><p></p><p>Poisons you create this way have a save DC of 8 + your proficiency bonus.</p><p></p><p>During a long rest, you can use your poisoner's kit make a number of toxin doses equal to your intelligence bonus plus your proficiency bonus (min 1). These doses last until you next take a long rest. Your initial toxins can be any of the following:</p><p></p><p>1. Black Venom. One dose of this poison can be applied to a piercing weapon, and can be stretched to 5 pieces of ammunition. When you hit a creature with a sneak attack with this weapon, the weapon deals 1d8 extra poison damage (increasing to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17). If the poison damage die lands on an 8, the creature must make a constitution save or suffer the poisoned condition for 24 hours and the poison wears off the weapon. While poisoned this way, they are vulnerable to poison damage.</p><p></p><p>Poison on ammunition is expended after a single use. Poison on weapons lasts until you roll an 8 on the poison damage die.</p><p></p><p>Black Venom can be used in needle traps. Setting up a needle trap requires 10 minutes, and the trap cannot be moved. Creatures who enter a 10' x 10' region adjacent to the trap are attacked by a flurry of needles (dex save or 1 point of piercing plus the above poison damage).</p><p></p><p>2. Toxic Puff. One dose of this powdery poison can be expended as an action to create a 10' x 10' region adjacent to you that lasts 1 minute (if there is significant wind or airflow it only lasts until the end of your next turn). Creatures who breathe and start their turn in this region or enter it for the first time on their turn must make a constitution saving throw or take 1d12 acid damage. This damage increases to 2d12 at level 5, 3d12 at level 11 and 4d12 at level 17.</p><p></p><p>If any damage die lands on a 12, the creature must make an additional constitution saving throw or become poisoned for 24 hours. While poisoned this way they are vulnerable to acid damage.</p><p></p><p>A creature who is aware of this toxin can attempt to hold their breath as a reaction, making a dexterity save against your poisoner's save DC.</p><p></p><p>Toxic Puff can be used as a trap on a lock. A failed attempt to pick the lock, or use of magic to unlock the lock, sets off the Toxic Puff.</p><p></p><p>3. Cleansing Cream. This cream can be spread on a slashing weapon. When you hit a creature with this weapon, it deals an extra 1d4 poison damage (increasing to 2d4 at level 5, 3d4 at level 11 and 4d4 at level 17). Each time it deals 4 poison damage, the poison damage the weapon deals is reduced by 1 (min 0). On a critical hit, the cream deals an additional 2d4 acid damage (increasing to 4d4 at level 5, 6d4 at level 11 and 8d4 at level 17).</p><p></p><p>Cleansing Cream can also be used to treat the poisoned condition. As an action the Chemist can use the Creme to deal 1d4 poison damage to a willing target and grant them a new saving throw against the poisoned condition with a bonus equal to the Chemists Poisoner's Kit bonus.</p><p></p><p>Only one toxin or poison can be applied to a given weapon at a time. Applying a toxin to a weapon or set of ammunition can be done as a bonus action.</p><p></p><p><strong>ALCHEMICAL EXPERTISE</strong></p><p>At 9th level, you can modify your concoctions on the fly. When you deal poison damage, you can choose to make half of the damage be acid; and when you deal acid damage, you can choose to make half of the damage poison.</p><p></p><p>In addition, you gain the ability to use your poisoner's kit as a healers kit and an alchemists kit. You gain the ability to learn ritual spells as alchemical formulas, and can cast these spells using your poisoner's kit. Ritual spells you cast this way are limited to 1/2 of your level. When you gain this feature, you learn 5 alchemical rituals, and you gain a new alchemical ritual each time you gain a level in this class.</p><p></p><p>It is possible to learn new alchemical formulas this way as you adventure. If you have a scroll or other recording of a magical ritual, you can consume the recording over a long rest and generate a new alchemical formula that produces the same ritual effect.</p><p></p><p><strong>ADVANCED TOXINS</strong></p><p>Beginning at 13th level, you learn additional toxins:</p><p></p><p>1. Paralyzing Toxin. When applied to a piercing weapon or ammunition, the next creature hit by the weapon or ammunition must make a constitution saving throw or become paralyzed. They can repeat this saving throw at the end of each of their turns, or as a legendary action.</p><p></p><p>2. Persuasion Oil. Creatures exposed to this oily fluid must make a wisdom saving throw or be charmed by every creature they see for the next minute; roll the first time they see each creature. Persuasion Oil can be added to drink or food, or sprayed into a 10' by 10' cloud adjacent to the user. When a creature subject to Persuasion Oil is damaged by a creature they are charmed by, they make make a new saving throw with advantage against the charm effect.</p><p></p><p>3. Void Dust. Creatures exposed to this dust must make a charisma saving throw or become lethagic and apathetic. They gain disadvantage on all attacks and saving throws and their speed is halved for the next minute. While in this state, if given an order by someone who has them charmed, they must make an intelligence saving throw or follow the order. They have advantage on this saving throw if the order is immediately dangerous to them, and may repeat the saving throw each time they take damage and every 24 hours after the order was initially given. If they pass the saving throw, the effects of void dust end.</p><p></p><p>Void Dust may be applied to the surface of an object as a contact poison (constitution saving throw to resist from a brief touch), or blown directly into someone's face (dexterity saving throw to avoid), or applied to a weapon (wears off after 1 use).</p><p></p><p><strong>TOXIC MASTERPIECE</strong></p><p>At 17th level, you can combine two of the doses of toxin you produce in a day into a masterpiece. Any damage either does is doubled, and you can apply both as part of the same action.</p><p></p><p>The application method for the combined toxin can be either of the application methods.</p><p></p><p>In addition, during each short rest you can create up to your intelligence bonus toxins, but you cannot have more than your intelligence bonus plus your proficiency bonus toxins active at any one time.</p><p></p><p></p><p>---</p><p></p><p></p><p>I tried to reduce save-spam. Each dose of toxin results in 1 saving throw typically.</p><p></p><p>Black Venom forces a save vs poisoned condition on an 8 on the damage die. This becomes increasingly likely as you gain levels. This also causes the poison to wear off -- the PC can reapply it as a bonus action.</p><p></p><p>I like having abilities with non-combat application. Alchemical Expertise starts that off, and Advanced Toxins have some powerful non-combat utility.</p><p></p><p>The 17th level one is aimed at breaking the restrictions you had -- two toxins in one, and double the damage -- rather than being a boatload of damage.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9038273, member: 72555"] I like the idea of stealing from the Alchemist. If I may? Rogue Subclass: [B]Chemist POISONER[/B] You gain proficiency with Poisoner's Kit. If you already have proficiency with the Poisoner's Kit, instead gain proficiency with another tool of your choice. When you make a proficiency check with a Poisoner's Kit, you add twice your proficiency bonus. You are adept at using poison. When you deal poison damage, you add your dexterity bonus to the damage you deal, and when a trap or a weapon attack hits a creature, the save DC is increased by your intelligence bonus. Poisons you create this way have a save DC of 8 + your proficiency bonus. During a long rest, you can use your poisoner's kit make a number of toxin doses equal to your intelligence bonus plus your proficiency bonus (min 1). These doses last until you next take a long rest. Your initial toxins can be any of the following: 1. Black Venom. One dose of this poison can be applied to a piercing weapon, and can be stretched to 5 pieces of ammunition. When you hit a creature with a sneak attack with this weapon, the weapon deals 1d8 extra poison damage (increasing to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17). If the poison damage die lands on an 8, the creature must make a constitution save or suffer the poisoned condition for 24 hours and the poison wears off the weapon. While poisoned this way, they are vulnerable to poison damage. Poison on ammunition is expended after a single use. Poison on weapons lasts until you roll an 8 on the poison damage die. Black Venom can be used in needle traps. Setting up a needle trap requires 10 minutes, and the trap cannot be moved. Creatures who enter a 10' x 10' region adjacent to the trap are attacked by a flurry of needles (dex save or 1 point of piercing plus the above poison damage). 2. Toxic Puff. One dose of this powdery poison can be expended as an action to create a 10' x 10' region adjacent to you that lasts 1 minute (if there is significant wind or airflow it only lasts until the end of your next turn). Creatures who breathe and start their turn in this region or enter it for the first time on their turn must make a constitution saving throw or take 1d12 acid damage. This damage increases to 2d12 at level 5, 3d12 at level 11 and 4d12 at level 17. If any damage die lands on a 12, the creature must make an additional constitution saving throw or become poisoned for 24 hours. While poisoned this way they are vulnerable to acid damage. A creature who is aware of this toxin can attempt to hold their breath as a reaction, making a dexterity save against your poisoner's save DC. Toxic Puff can be used as a trap on a lock. A failed attempt to pick the lock, or use of magic to unlock the lock, sets off the Toxic Puff. 3. Cleansing Cream. This cream can be spread on a slashing weapon. When you hit a creature with this weapon, it deals an extra 1d4 poison damage (increasing to 2d4 at level 5, 3d4 at level 11 and 4d4 at level 17). Each time it deals 4 poison damage, the poison damage the weapon deals is reduced by 1 (min 0). On a critical hit, the cream deals an additional 2d4 acid damage (increasing to 4d4 at level 5, 6d4 at level 11 and 8d4 at level 17). Cleansing Cream can also be used to treat the poisoned condition. As an action the Chemist can use the Creme to deal 1d4 poison damage to a willing target and grant them a new saving throw against the poisoned condition with a bonus equal to the Chemists Poisoner's Kit bonus. Only one toxin or poison can be applied to a given weapon at a time. Applying a toxin to a weapon or set of ammunition can be done as a bonus action. [B]ALCHEMICAL EXPERTISE[/B] At 9th level, you can modify your concoctions on the fly. When you deal poison damage, you can choose to make half of the damage be acid; and when you deal acid damage, you can choose to make half of the damage poison. In addition, you gain the ability to use your poisoner's kit as a healers kit and an alchemists kit. You gain the ability to learn ritual spells as alchemical formulas, and can cast these spells using your poisoner's kit. Ritual spells you cast this way are limited to 1/2 of your level. When you gain this feature, you learn 5 alchemical rituals, and you gain a new alchemical ritual each time you gain a level in this class. It is possible to learn new alchemical formulas this way as you adventure. If you have a scroll or other recording of a magical ritual, you can consume the recording over a long rest and generate a new alchemical formula that produces the same ritual effect. [B]ADVANCED TOXINS[/B] Beginning at 13th level, you learn additional toxins: 1. Paralyzing Toxin. When applied to a piercing weapon or ammunition, the next creature hit by the weapon or ammunition must make a constitution saving throw or become paralyzed. They can repeat this saving throw at the end of each of their turns, or as a legendary action. 2. Persuasion Oil. Creatures exposed to this oily fluid must make a wisdom saving throw or be charmed by every creature they see for the next minute; roll the first time they see each creature. Persuasion Oil can be added to drink or food, or sprayed into a 10' by 10' cloud adjacent to the user. When a creature subject to Persuasion Oil is damaged by a creature they are charmed by, they make make a new saving throw with advantage against the charm effect. 3. Void Dust. Creatures exposed to this dust must make a charisma saving throw or become lethagic and apathetic. They gain disadvantage on all attacks and saving throws and their speed is halved for the next minute. While in this state, if given an order by someone who has them charmed, they must make an intelligence saving throw or follow the order. They have advantage on this saving throw if the order is immediately dangerous to them, and may repeat the saving throw each time they take damage and every 24 hours after the order was initially given. If they pass the saving throw, the effects of void dust end. Void Dust may be applied to the surface of an object as a contact poison (constitution saving throw to resist from a brief touch), or blown directly into someone's face (dexterity saving throw to avoid), or applied to a weapon (wears off after 1 use). [B]TOXIC MASTERPIECE[/B] At 17th level, you can combine two of the doses of toxin you produce in a day into a masterpiece. Any damage either does is doubled, and you can apply both as part of the same action. The application method for the combined toxin can be either of the application methods. In addition, during each short rest you can create up to your intelligence bonus toxins, but you cannot have more than your intelligence bonus plus your proficiency bonus toxins active at any one time. --- I tried to reduce save-spam. Each dose of toxin results in 1 saving throw typically. Black Venom forces a save vs poisoned condition on an 8 on the damage die. This becomes increasingly likely as you gain levels. This also causes the poison to wear off -- the PC can reapply it as a bonus action. I like having abilities with non-combat application. Alchemical Expertise starts that off, and Advanced Toxins have some powerful non-combat utility. The 17th level one is aimed at breaking the restrictions you had -- two toxins in one, and double the damage -- rather than being a boatload of damage. [/QUOTE]
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