When you choose this archetype at 3rd level, you learn how to make unique poisons designed to coat your weapons. You gain proficiency with the poisoner's kit, learn the Basic Poison, and two additional poisons of your choice. Your poison options are detailed at the end of the Opportunist's description. You learn two additional poisons of your choice at 9th level, 13th level, and 17th level. Each time one you learn a new poison, you can also replace one poison you know with a different one. **Poisons:** Once each day, when you spend 1 hour gathering materials and creating poison, you create a series of vials with the various poisons you know. You can use any combination of these poisons an amount of times equal to your Intelligence modifier. On your turn, you can use a bonus action to apply the poison to food, drink, a weapon, a piece of ammunition, trap components, or other objects that deal piercing or slashing damage. The object remains potent until the poison is delivered through a wound or is washed off. The potency of all unused poisons is lost after 24 hours. **Saving Throws:** Your poisons require your target to make a Constitution saving throw to resist the poisons effects. On a failed save, the target is affected by the poison as noted in its description. On a successful save, the target takes half the amount of damage and suffers no other effects. An affected creature can make another saving throw at the start of each of their turns. The saving throw DC is calculated as follows: ****Poison save DC = 8 + your proficiency bonus + your Intelligence modifier**** ## NIMBLE ATTACKS *9th level Opportunist feature*
Starting at 9th level, whenever you roll initiative, roll an additional 1d8 and add the result to the total. \pagebreak ## LINGERING MARK *13th level Opportunist feature*
Starting at 13th level, those who initially survive your toxins aren’t safe yet. Attacks you make against a target who has failed a saving throw against one of your poisons within the last 24 hours are made at advantage. In addition, you have advantage on Survival checks when tracking a creature who has been affected by your poisons. ## POISON MASTER *17th level Opportunist feature*
At 17th level, you’ve learned how to harness the full potential of your creations. Your poisons now bypass one level of poison resistance. Immune -> Resistant -> Normal -> Vulnerable. This feature does not extend to Constructs, Elementals, or Undead. In addition, you are now immune to poison damage and the poisoned condition. ## OPPORTUNIST'S POISONS *Opportunist feature*
If an opportunist's poison has prerequisites, you must meet them to learn it. You can learn the poison at the same time that you meet its prerequisites. A level prerequisite refers to your level in the class.
A creature hit by an item with Basic Poison applied to it takes an additional 1d6 poison damage and is poisoned for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).
A creature hit by an item with Blinding Poison applied to it takes an additional 1d4 poison damage and is blinded for 1 minute. This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).
A creature hit by an item with Defiling Poison applied to it takes an additional 1d6 poison damage and any healing the creature receives is nullified for 1 minute. This poison's damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6).
A creature hit by an item with Hindering Poison applied to it takes an additional 1d4 poison damage and their movement speed is reduced to 5ft for 1 minute. This poison's damage increases by 1d4 when you reach 11th level (2d4), and 17th level (3d4).