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Physiology Expert

Roguish Archetype At 9th level, your expertise around the innerworkings of a


At 3rd level, a rogue gains the Roguish Archetype feature. In creature's anatomy makes you immune to poison. You can
addition to the options offered in the Player's Handbook, the spend at least 1 minute observing or interacting with another
following is also available to a rogue: the Poisoner. creature outside of combat, to learn certain information
about it:
Poisoner Constitution modifier
As a result of an intense study and a careful and methodical Whether it is affected by poison and the type of poison
practice, the Poisoner combines these elements to achieve a Its location during the next hour or until you use this
mastery of the most silent way of killing: the poison. feature again, provided the target remains within a mile of
Sometimes seen as cowards, people dedicated to the you.
understanding of venoms and intoxicating elixirs, must face
death in their own laboratories, in every new attempt at This feature can't be used against creatures who are
creation and improvement. immune to poison.
Their crafty and swift hands enables them to hit with Exploiting The Enfeeblement
precision crucial centers on any creature anatomy. As experts Beginning at 13th level, you learn to read the body and
in natural and unnatural toxins, the Poisoner takes advantage movements of creatures affected by poison. On your turn, you
of the fragility of a life form to induce a wide variety of effects, gain advantage on attack rolls against poisoned creatures,
including paralysis, deafness and even death. provided you haven't used your Sneak Attack this turn. You
Poison Creator can also use your Action to utilize a herbalism kit in order to
When you choose this archetype at 3rd level, you gain create an antidote for a poisoned creature that is within 5 feet
proficiency with the poisoner's kit and the herbalism kit. If of you.
you already have proficiency with the poisoner's kit, you gain Predatory Virulence
expertise with it. At 17th level, each time you use your Sneak Attack with a
Additionally, crafting poisons takes you half as much time weapon with a poison you created, you may impose
as it normally does and long rests may count as downtime for disadvantage on the first saving throw made by the target to
poison crafting purposes. You may also add your Intelligence resist it.
modifier to one damage roll made with a poison and ignore
resistance to poison. At level 6, you learn to include Holy
Water in your creations. When you do so, that vial ignores
immunity to poison damage from fiends and undeads and
deals an extra 2d6 radiant damage. The benefits of this
feature apply even if another character aids you during the
crafting process.
Gifted User
Starting at 3rd level, when using a poison you gain the
following benefits:
Meticulous Coating. You can use your bonus action
granted by your Cunning Action to apply a vial of poison.
When you do so, you can coat one slashing or piercing
weapon, or up to five pieces of ammunition.
Expansive Toxin. When you use poison of inhaled type,
you can fill a 10-foot cube with a single dose.
Lethal Dose. When using a poison of the ingested type, it
counts as a critical hit for the purposes of damage on the first
roll, provided the victim is unaware of the danger.

Art Credit
Fangs of the Empire from the game Gwent , ©CD
Projekt, by Grafit Studio

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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