Inspired by Pathfinder’s Rotdrinker subclass, the Blightdrinker exists for the type of rogue looking for a more intimate relationship with their poisons. For the Blightdrinkers, knowledge is power and can turn bane into boon.
Leveling in Blightdrinker, rogues will be able to apply poisons to to their weapons and themselves. Additionally, they’ll be able to identify poisons and their antidotes. Blightdrinkers also gain resistance to poison and acid damage, and use poison as strength, literally turning poisons into health potions.
Almost all rogues will have at least a passing familiarity with poisons, but very few have as close a relationship with them as blightdrinkers.
Through constant study and application, blightdrinkers have not just inured themselves to poisons and other ill-meaning solutions, they’ve turned their bodies into crucibles from which toxic stews are cultivated. From even the most deadly of afflictions, the blightdrinker derives perverse advantage, altering body and mind.
Blightdrinker by level
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to apply poisons to weapons, items, yourself, or your unarmed attacks.
Once per long rest, you can also use an action to identify characteristics of a poison, and craft an antidote. Any antidote created in this way acts like the spell lesser restoration.
When you choose this archetype at 3rd level, you gain resistance to the poison and acid damage types.
In addition, when affected by the poison damage type, you gain temporary hit points equal to your Intelligence modifier.
Spoonfuls of Death
Starting at 9th level, you regain hit points when you drink poisons. The number of hit points depends on the poison’s rarity, as shown in the Poisons of Healing table below. In addition, when you’re poisoned, instead of disadvantage on attack rolls and ability checks, you gain advantage.
|Common||2d4 + 2|
|Uncommon||4d4 + 4|
|Rare||8d4 + 8|
|Very rare||10d4 + 20|
By 13th level, your very existence is so polluted, that it is nigh indistinguishable from the chemicals inside. You can use the reaction granted by your Uncanny Dodge to instead take the full damage of the attack, and expel noxious gas from your wounds in a 15-foot cone. Each creature in that area must make a DC16 Dexterity saving throw, taking 3d8 poison or acid damage on a failed save, or half as much damage on a successful one. Any creature that fails this also gains the Poisoned condition.
In addition, your near preternatural attunement to poisons and disease allows you to detect their presence, location, and types, allowing you to cast detect poison and disease once per short rest.
Also at 13th level, as a bonus action, you can spend a hit dice to become a plaguebearer, drenching yourself in the corrosion and rot from inside your gut.
While plaguebearing, you gain the following benefits:
- You have advantage on all saving throws against Conditions.
- All of your attacks are considered poison or acid damage (your choice) for the duration.
- Your movement speed increases by 10 feet, and your armor class increases by 2.
- When you make a melee attack, you gain a bonus to the damage roll equal to the hit dice spent to become a plaguebearer.
Plaguebearing lasts for 1 minute. It ends early if you are knocked unconscious or if you add your spent hit dice as a bonus damage roll to a melee attack. You can also end plaguebearer on your turn as a bonus action.
After you have become a Plaguebearer once you must finish a short rest before you can rage again.
To use this subclass, add it to your Homebrew collections here: The Blightdrinker subclass.
And if you’re looking for poison inspiration to go with your new rogue, check out Fire Burn & Cauldron Bubble: A Guide to Terrifying Tonics!