2.0
Cloaks and daggers can only go so far in a world that people can manipulate realty with song and dance or become so angry that they ignore death. Luckily for you there are more logical and easy solutions to your problems.
Level 3
Quick Learner.
You craft potions and poisons for half the cost and time. Additionally you have advantage on saves against poison.
The Hidden Stash.
On a Safe Rest roll INT d4 and gain the corresponding potions from the concoctions table. They last until your next Safe Rest.
Level 7
Intoxicating Strike.
When you crit apply one of the following effects. (The effect lasts until the targets next turn end.)
- The target is taunted buy you.
- The target is slowed.
- The targets next attack is made with disadvantage.
- You gain INT temp HP
Additionally you now roll d6s when rolling on the concoctions table and may produce 1 specific potions after that. (Of a number less than or equal to the maximum roll on the table that you can achieve.)
That's where I left 'ya!.
(1/encounter) Duplicate the last poison or potion you used. It lasts until your next Safe Rest.
Level 11
An Eye for the Good Stuff.
When you use a poison or creating a potion that restores health you may replace the damage or healing with a roll of your sneak attack dice + INT.
Additionally you now roll d8s when rolling on the concoctions table and may produce 2 specific potions after that. (Of a number less than or equal to the maximum roll on the table that you can achieve.)
Down the Drain.
(1/round) Administer or drink a potion for free.
Level 15
The Flow State.
If you are under the effect of 4 or more different potions you may set one of the dice of Sneak Attack to whatever you like. Additionally you now roll d10s when rolling on the concoctions table and may produce 3 specific potions after that.
Concoctions
Effects last until the encounter ends. When administered to another creature the potions apply your INT score.
1. Corpse Reviver #3.
Regain HP equal to a roll of your sneak attack dice + INT.
2. Martini Express.
Gain INT speed.
3. Rum Run it Back.
Gain (1/round) make an opportunity attack for free
4. Old Fashioned Fortitude.
Gain advantage on a save of your choice.
5. Pina-Cola-boration.
Gain (1/round) help for free
6. Bloodhound's Mary.
Gain (1/round) ignore the penalty for rushed attacks.
7. Strawberry Blockquiri
Gain (1/round) block for free
8. Moscow Mule's Endurance.
Ignore the next attack that would reduce you to 0 HP
9. Clarity Collins.
Gain Advantage on attack rolls.
10. Kiss the Hit Goodbye.
Attacks against you have disadvantage.