Base Class: Rogue
Masters of chemistry, alchemists use mixtures of complex chemicals to create a variety of effects. Alchemists, due to their long study of chemical properties, have similar aspects to wizards:
1. They're often eccentric and are commonly socially awkward.
2. They're often very intelligent.
Starting at 3rd level, you can spend one action to quickly mix a concoction to do either acid damage, fire damage or healing and one bonus action throwing it. The throw reaches 60ft and is a ranged attack.
1d4+int bonus | effect
1 | The mixing backfires, dealing 1d4 damage to the mixer.
2 | The mixing was inaccurate, doing 1d4 of the desired effect.
3 | The mixing was accurate, doing 1d6 of the desired effect.
4 | The mixing was a minor success, doing 1d6 + rogue level of the desired effect.
5 | The mixing was a success, doing 1d6 + int bonus of the desired effect.
6 | The mixing was a major success, doing 1d6 + rogue level + int bonus of the desired effect.
7 | The mixing was brilliant, doing 1d8 of the desired effect.
8 | The mixing was a stroke of genius, doing 1d10 of the desired effect.
9 | The mixing was masterful, doing 1d10 + int bonus of the desired effect.
10 | The mixing was a breakthrough, doing 1d12+rogue level of the desired effect.
When you choose this archetype at 3rd level, you gain the ability to prepare a single weak concoction doing 1d4 of the desired effect. This process always succeeds and takes one short rest, when the concoction is thrown it is the same as a thrown attack (e.g. a dagger).
At 9th level, you gain the ability to make concoctions that deal cold damage.
Starting at 13th level, you can throw any concoction up to 120ft.
Starting at 17th level, you can focus on making an extra large concoctions by sacrificing your movement. These extra large concoctions splash in a radius of 5ft the desired effect acts on everyone in the splash radius. On a turn when this type of concoction is made, your movement is reduced to 5ft.