Shadowscale

The Shadowscales are a mysterious and infamous guild of assassins among the Saxhleel people. They are secretive, silent and deadly. The jungles of Black Bog are home to numerous venomous and poisonous creatures, and the Shadowscales are no different. Their craft in poison making is unmatched, and their techniques are unknown to the outside world.

Poisoner
At 3rd level when you choose this archetype, you gain proficiency with the poisoner's kit. If you already have proficiency with the poisoner's kit, you add double your proficiency modifier to any checks made with the kit.

Acquired Tolerance
At 3rd level, you have spent enough time around and digesting poisons that you have gained an increased tolerance to them. You gain advantage on saving throws made against the poisoned condition. Additionally, you gain resistance to poison damage.

Shadowscale Vision Quest
At 9th level, your vision quest is attuned to the toxic and venomous energy of poison. When you cast Arcane Eye with your Ipe Vision Quest Feature, the eye can sense any creature that is affected by the poisoned condition or has taken poison damage in the last 24 hours up to 1 mile away from it.

Additionally, the eye can see the said creatures through objects and structures such as walls.

Blood of Nightshade
At 13th level, your mastery over poisons allows you to slip in a special ingredient known only to your guild that is so potent that not even the hardiest of creatures can resist its effects. When you deal poison damage to a creature, you treat any immunities to poison damage as resistance and immunity to the poisoned condition the creature instead has advantage on the saving throw against the poisoned effect.

Master Shadowscale
At 17th level, you've become a master of your craft unmatched by any other. You may modify a poison to further increase its potency. If the poison deals damage, instead of rolling to see how much damage the affected creature takes, instead treat the damage as if you rolled maximum on the damage dice for the poison. If the poison only deals a singular condition, then the creature makes the save with a 1d6 penalty to their saving throw against it.

To modify a poison in this way, you must spend 8 hours with the poison, and providing materials equal to twice the poisons usual cost. Make a poisoner's kit check against the poisons modify DC. If you succeed then the poison is modified to a Master Shadowscale Poison, if you fail, you ruin the poison altogether and it becomes unusable.