Rogue Poisoner: Poison Effects
Rogue Poisoner: Poison Effects
Rogue Poisoner: Poison Effects
S
ome rogues take poison from art into lifestyle.
Whether the child of an aristocrat trying to Hand of Glory
advance his station or a gang member taking out At 9th level your biology becomes so immersed with the
the competition, their is always a need for the poisons you are immune to that they can be stored within
poisoners art. Your blood is envemomedand even you. You contain one dose of each poison you are immune to.
your breth is sweet with poison. These poisons can be applied via bodily fluids as an action.
Additionally, your body can change a poison’s damage to acid
Henbane hand damage, though it will lose the ability to create the poisoned
At 3rd you gain proficiency with a poisoner’s kit. You gain condition.
immunity to three poisons, serums, or potions of your choice
for 400 gp or under. You gain an additional immunity at 9th Envenomed Discipline
under 550 gp, an additional at 13th under 1000gp. Any At 13th level you have gained mastery of your biology to the
poison you are immune to can be produced in an hour for point that you can apply poisons within it as a bonus action.
100 gp with common ingredients or in four hours by
harvesting. You gain resistance to all other types of poison. Poison Mastery
Serpent's Tongue At 17th level you gain immunity to all poisons, potions, and
serums regardless of their application method.
At 3rd level Your unique body chemistry lets you change a
poison’s application type within you. Any 3 poison dosages
you ingest can be made into one of contact, injury, ingestion, Poison effects
or an inhalation poison. You ignore the method of application • Assassin’s Blood (Ingested): A creature subjected to this
for poison by converting it in your body and extruding it poison must make a DC 10 Constitution saving throw. On a
through blood (injury) , sweat (contact), spit (ingestion), or failed save, it takes 6 (1d12) poison damage and is Poisoned
breath (inhalation). for 24 hours. On a successful save, the creature takes half
damage and isn’t Poisoned.
• Burnt Othur Fumes (Inhaled): A creature subjected to this
Typical poison costs
poison must succeed on a DC 13 Constitution saving throw
• Assassin’s blood Ingested 150 gp • Burnt othur
fumes Inhaled 500 gp • Crawler mucus Contact
or take 10 (3d6) poison damage, and must repeat the saving
200 gp • Drow poison Injury 200 gp • Essence of
throw at the start of each of its turns. On each successive
ether Inhaled 300 gp • Malice Inhaled 250 gp • failed save, the character takes 3 (1d6) poison damage. After
Midnight tears Ingested 1,500 gp • Oil of taggit three successful saves, the poison ends.
Contact 400 gp • Pale tincture Ingested 250 gp • • Crawler Mucus (Contact): This poison must be harvested
Purple Worm poison Injury 2,000 gp • Serpent from a dead or Incapacitated crawler. A creature subjected to
venom Injury 200 gp • Torpor Ingested 600 gp • this poison must succeed on a DC 13 Constitution saving
Truth serum Ingested 150 gp • Wyvern poison throw or be Poisoned for 1 minute. The Poisoned creature is
Injury 1,200 gp Paralyzed. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
• Drow Poison (Injury): This poison is typically made only
by the drow, and only in a place far removed from sunlight. A
creature subjected to this poison must succeed on a DC 13
Constitution saving throw or be Poisoned for 1 hour. If the
saving throw fails by 5 or more, the creature is also
Unconscious while Poisoned in this way. The creature wakes
up if it takes damage or if another creature takes an action to
shake it awake.
• Essence of Ether (Inhaled): A creature subjected to this
poison must succeed on a DC 15 Constitution saving throw
or become Poisoned for 8 hours. The Poisoned creature is
Unconscious. The creature wakes up if it takes damage or if
another creature takes an action to shake it awake.
PART 1 | FANCINESS 1
• Malice (Inhaled): A creature subjected to this poison must
succeed on a DC 15 Constitution saving throw or become
Poisoned for 1 hour. The Poisoned creature is Blinded.
• Midnight Tears (Ingested): A creature that ingests this
poison suffers no effect until the stroke of midnight. If the
poison has not been neutralized before then, the creature
must succeed on a DC 17 Constitution saving throw, taking
31 (9d6) poison damage on a failed save, or half as much
damage on a successful one.
• Oil of Taggit (Contact): A creature subjected to this poison
must succeed on a DC 13 Constitution saving throw or
become Poisoned for 24 hours. The Poisoned creature is
Unconscious. The creature wakes up if it takes damage.
• Pale Tincture (Ingested): A creature subjected to this
poison must succeed on a DC 16 Constitution saving throw
or take 3 (1d6) poison damage and become Poisoned. The
Poisoned creature must repeat the saving throw every 24
hours, taking 3 (1d6) poison damage on a failed save. Until
this poison ends, the damage the poison deals can’t be healed
by any means. After seven successful Saving Throws, the
effect ends and the creature can heal normally.
• Purple Worm Poison (Injury): This poison must be
harvested from a dead or Incapacitated Purple Worm. A
creature subjected to this poison must make a DC 19
Constitution saving throw, taking 42 (12d6) poison damage
on a failed save, or half as much damage on a successful one.
• Serpent Venom (Injury): This poison must be harvested
from a dead or Incapacitated Giant Poisonous Snake. A
creature subjected to this poison must succeed on a DC 11
Constitution saving throw, taking 10 (3d6) poison damage on
a failed save, or half as much damage on a successful one.
• Torpor (Ingested): A creature subjected to this poison
must succeed on a DC 15 Constitution saving throw or
become Poisoned for 4d6 hours. The Poisoned creature is
Incapacitated.
• Truth Serum (Ingested): A creature subjected to this
poison must succeed on a DC 11 Constitution saving throw
or become Poisoned for 1 hour. The Poisoned creature can’t
knowingly speak a lie, as if under the effect of a Zone of Truth
spell.
• Wyvern Poison (Injury): This poison must be harvested
from a dead or Incapacitated Wyvern. A creature subjected to
this poison must make a DC 15 Constitution saving throw,
taking 24 (7d6) poison damage on a failed save, or half as
much damage on a successful one.
PART 1 | FANCINESS
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