Strategy_ Rogues
Starting from 5e rogue.
Quick thoughts:
- Fix shouldn't depend on hybrid paths.
- Add first, before replacing (i.e. more magic items, tool proficiencies, etc)
Poison
Craftable poison. Requires proficiency in poisoner's kit in order to make (at half price, using Survival to gather mats), but no proficiency needed to use. Straw man of the rules:
Your DC = 8 + prof + Int
Cost:
- Rank 1: 10 GP
- Rank 2: 100 GP
- Rank 3: 1000 GP
etc
Sufferer can spend a Hit Die once/rd to attempt a Con save against the poison's DC to end the effect.
Rank 1 Poisons
- Mindkiller: Subject must pass a Wis save each time they want to use concentration (e.g. cast a spell, maintain concentration on a spell, disbelieve an illusion, etc). Lasts 5 rounds.
- Flesh Sear: 2d6 acid damage per round for 5 rounds.
- Cobbles: joints freeze; suffer 50% movement penalty, disadvantage to Dex checks and saves for 5 rounds.
Rank 2 Poisons
- Mindfire: 2d8 psychic damage per round, plus confusion (only 25% chance to act normally, otherwise random). 5 rounds.
- Lifedrain: 1 negative level per round. 5 rounds.
- Memento: Pass a Wis save or forget the events of the last 5 minutes. Repeats each round for 5 rounds.
Rank 3 Poisons
- Stoneblood: Roll Con save or be turned to stone permanently. Repeats each round for 5 rounds.
- Phase Spider Venom: Roll Int save or be shifted out of phase with reality. If already shifted, pass another to return to the prime material. 5 rounds. If you are out of phase after 5 rounds, it is permanent.