Shrouded Blade (5e Subclass)
Shrouded Blade[edit]
Rogue Archetype
The shrouded blades are assassins trained by an ancient clan, who specialize themselves in killing their targets with the help of poisoned blades. As kids, they are brought to the secret fortress of shrouded blades, and submitted to a painful surgical process, were they are grafted with poisonous snake glands and injected with a special toxic concoction, a poison created by the clan's alchemist. This process usually kill their subjects, but the survivors gain the ability to naturally produce this special poisonous mixture, which they use to coat their weapons. After this torturous process, these kids are trained in the arts of subterfuge and combat, and learn how to infiltrate unseen the most guarded of fortresses and castles, and how to use this bodily poison on their enemies.
- Poison Use
At 3rd level, you excel in how to use poisons. You gain the following benefits:
- When you make a damage roll, you ignore resistance to poison damage.
- You can coat a weapon in poison as a bonus action, instead of an action.
- You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 2d8 poison damage and become poisoned until the end of your next turn.
- Venomous
Starting at 3rd level, your body can produce poison and antitoxins. Once per turn, when you hit a creature with a melee weapon attack, you can spend 1 hit die to coat your weapon in your own poisonous blood. When you do so, the target takes additional poison damage equal to a roll of your hit die + your Constitution modifier.
In addition, when you take poison damage, or is affected by the poisoned condition, you can spend 1 hit die to reduce the damage to 0, or to end that effect on you, without using an action.
Finally, when you cause your additional Sneak Attack damage, you can cause that damage to be poison instead of the regular damage.
- Shadow Blade
At 9th level, you can make sudden and deadly strikes on unaware enemies. You have Advantage on Dexterity (Stealth) checks made to hide.
In addition, when you hit a creature with an attack against a creature coming out of hiding while unseen by that creature, you gain the benefits of the Disengage and Dash action until the end of your turn.
- Unnatural Metabolism
Beginning at 13th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. Whenever you use your Venomous feature, you regain hit points equal to the number rolled on the hit die + your Constitution modifier.
In addition, whenever you cause poison damage to a creature with your Venomous feature, this damage ignores immunity to poison damage, and the creature is poisoned until the end of your next turn.
- Masterful Concoction
At 17th level, your bodily poison reach the peak in its effectiveness. When you cause poison damage to a creature with a melee weapon attack, you can force that creature to make a Constitution saving throw and spend 5 hit dice. The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier), or is reduced to 0 hit points.
On a success, the target takes 5d8 + your Constitution modifier. poison damage, and you can apply one of the following conditions to it: blinded, deafened, paralyzed, poisoned or stunned, lasting until the end of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses