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Mycelian

The archetypal mycelian practices a particularly esoteric branch of alchemy. Through experimentation with spores and mushrooms, you create poisons potent enough to bring even legendary creatures to their knees.  

Toxic Spores

Starting at 3rd level, when you use your Sneak Attack with a weapon that deals piercing damage, you can blight the creature you hit instead of dealing extra damage.   At the start of a blighted creature's turn, it takes poison damage, and the blight ends. The poison damage equals your Sneak Attack damage + your Wisdom modifier.   If a blighted creature dies before the blight ends, a cloud of infectious spores erupts from its body, and you can blight one creature you can see within 15 feet of it (no action required).

Mycologist

When you choose this archetype at 3rd level, you gain proficiency in the Nature skill and with the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.   Additionally, you perfect a delivery method for your poisons; you gain proficiency with blowguns, your attacks with a blowgun use a d6 for their damage die, and you can use your bonus action to apply a dose of poison to a weapon or piece of ammunition

Chemical Anomaly

By 9th level, your body has been exposed to countless poisons and toxicants. You have resistance to poison damage, and you are immune to disease and the poisoned condition.   In addition, you can sense whether a creature, object, or substance within 5 feet of you is poisonous or diseased. You also determine the kind of poison or disease and its effects.

Poisonmaster

Starting at 13th level, you are a master of poisons: poison damage you deal ignores resistance to poison damage. Additionally, during a long rest, you can use a poisoner's kit to create three doses of experimental poison, listed under 'Experimental Poisons' below. After 24 hours, an experimental poison becomes inert, losing its potency.   See chapter 8 of the Dungeon Master's Guide for the general rules of poisons. If a poison requires your target to make a saving throw to resist its effects, the saving throw DC is calculated as follows:   Poison save DC = 8 + your proficiency bonus + your Wisdom modifier

Pandemic

Starting at 17th level, your spores spread like wildfire. Once per turn when you blight a creature, you can blight another creature within 15 feet of it.  

Experimental Poisons

The poisons are presented in alphabetical order.   Devil's Tooth (Injury). This poison is milky white, but boils and turns red when exposed to blood. A creature subjected to this poison must make a Constitution saving throw. On a failed save, the target takes 3d6 poison damage, and the poison reacts to its blood. At the start of each of its turns, the target must make another Constitution saving throw. On a failed save, it takes 1d6 acid damage. On a successful save, the effect ends.   Palest Puffball (Inhaled). This poison resembles the choking spores of the common puffball. A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is stunned, and spends its turns coughing and retching. The effect ends if the target takes damage.   Shadowcap (Injury). This poison oozes like black syrup, and flakes skin to the touch. A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target is blinded and loses its sense of taste. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect on itself on a success.   Yellow Wing (Injury). This poison induces a state of deathlike torpor. A creature subjected to this poison must succeed on a Constitution saving throw, taking 5d6 poison damage on a failed save, or half as much on a successful one. If this damage reduces it to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. While poisoned in this way, the target is paralysed.

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