Thaedros Subclasses

Rogue: Verdant Blade

Masters of Thaedros' toxic flora who weaponize the dangerous substances of an alien world.

Rogue: Verdant Blade

The alien world of Thaedros blooms with substances unknown to Encara - some deadly, some healing, many both depending on preparation and dosage. Verdant Blades have made it their specialty to understand these dangerous materials, learning to extract, refine, and deploy them with surgical precision. Where other rogues rely on steel and shadow, Verdant Blades wield chemistry itself as their weapon.

These rogues understand that in a world where familiar remedies no longer grow, survival often depends on turning the hostile environment itself into an ally. They are equal parts apothecary and assassin, capable of brewing a lifesaving antidote one moment and coating their blade with lethal toxin the next. On Thaedros, knowledge of what grows in the soil can mean the difference between life and death.

Subclass Features

3rd Level: Toxic Knowledge

Your study of Thaedros' dangerous flora grants you specialized expertise and tools. You gain the following benefits:

  • Proficiencies: You gain proficiency with the Herbalism Kit and Poisoner's Kit. If you already have proficiency with either kit, you gain proficiency with Alchemist's Supplies instead.
  • Botanical Expertise: You have advantage on Intelligence (Nature) checks related to identifying plants, fungi, or natural toxins. You can identify whether a substance is poisonous, medicinal, or both with a successful DC 15 Intelligence (Nature) check.
  • Field Chemistry: During a short rest, you can create a number of doses of basic poison equal to your proficiency bonus. These doses lose potency after 24 hours. You can apply a dose to a weapon as a bonus action, and it adds +1d6 poison damage to your next hit with that weapon.

3rd Level: Adaptive Dosing

Your knowledge of toxicology allows you to calibrate your attacks for different effects. When you deal Sneak Attack damage, you can choose one of the following effects instead of dealing extra damage with one of your Sneak Attack dice:

  • Weakening Dose (Cost: 1d6): The target must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failure, the target has disadvantage on Strength-based checks and saving throws for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success.
  • Disorienting Dose (Cost: 1d6): The target must make a Wisdom saving throw. On a failure, the target has disadvantage on Wisdom (Perception) checks and attack rolls for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on a success.

9th Level: Toxin Mastery

Your understanding of harmful substances reaches new depths. You gain the following benefits:

  • Enhanced Formulations: Your Field Chemistry doses now deal 1d8 poison damage instead of 1d6, and you can create specialized toxins during a long rest:
    • Paralytic Toxin: Target must make a Constitution save or be paralyzed for 1 round (2 doses)
    • Hallucinogenic Toxin: Target must make a Wisdom save or attack random targets for 1 round (2 doses)
    • Corrosive Toxin: Deals an additional 1d6 acid damage and reduces target's AC by 1 until repaired (3 doses)
  • Toxic Resistance: You have resistance to poison damage and advantage on saving throws against being poisoned.
  • Emergency Remedy: As an action, you can brew a basic antidote that cures one poison or disease. You can use this feature once per short rest.

13th Level: Systemic Effects

Your toxins now affect entire physiological systems. You gain the following Cunning Strike option:

  • Cascade Poisoning (Cost: 3d6): The target must make a Constitution saving throw. On a failure, the target takes 2d6 poison damage at the start of each of its turns for 1 minute. While affected, the target also has their movement speed reduced by 10 feet. The target can repeat the save at the end of each of its turns, ending the effect on a success. If the target drops to 0 hit points while affected by this poison, choose one creature within 30 feet of the target - that creature must make the same saving throw as the poison spreads.

Additionally, your Emergency Remedy can now also provide temporary hit points equal to 1d8 + your Intelligence modifier to the target.

17th Level: Master of the Verdant Arts

You have become a legendary master of dangerous substances. You gain the following benefits:

  • Perfect Dosing: You can use two different Adaptive Dosing effects when you deal Sneak Attack damage, paying the cost for each.
  • Immunity: You are immune to poison damage and the poisoned condition.
  • Synthesis: Once per long rest, you can spend 10 minutes creating one of the following master-craft toxins:
    • Essence of Lethality: Coating for one weapon that adds +2d6 poison damage to all attacks for 1 hour
    • Universal Antidote: Potion that immediately ends all poison and disease effects and grants immunity to both for 1 hour
    • Metabolic Accelerant: Potion that grants an ally an extra action on each of their turns for 1 minute (not an Attack action)