Base Class: Rogue
I was bored and decided to give rogue a lot of vaccines to shank people with.
Experimental Syringes
You begun several medical tests, seeing your patients reactions towards your serums to see how they interact to it to improve your own medical capabilities. At 3rd level you get weaponized syringes that can function for both damage and healing. These syringes can damage or heal for 1d4 and count as finesse and can have sneak attack applied to them for damage or healing. The syringes count as an action and you can throw a second one as a bonus action.
Medical Expertise
You gain proficiency with alchemist's supplies and expertise in medicine
Chemical Instability
At 9th level, you may choose to add a random effect based from the value from the dice on the damage roll, you can use this ability a number of times equal to your proficiency bonus. You regain all uses after a long rest. The effects listed below end at the start of your next turn.
| Chemical Instability Table | |
|---|---|
| Damage die (d4) | Effect |
| 1 |
The creature that got hit by the syringe either gets an extra 10 feet of movement speed or has their movement speed lowered by 10 feet. |
| 2 |
The creature that got hit by the syringe either gets advantage on attack rolls or disadvantage on attack rolls. |
| 3 | The creature that got hit by the syringe either gets resistance to a singular damage type of your choice or vulnerability to a certain damage type of your choice. |
| 4 | The creature that got hit by the syringe either gets +5 to their AC or -5 to their AC. |
Chemical Spillover
At 13th level when you hit a creature with a syringe you create a small spillover of the syringes contents. All friendly creatures within 5 feet of the creature you hit with the syringe gain the healing property of the dice roll amount minus sneak attack and all hostile creatures within 5 feet of the creature you hit with the syringe gain the damage property of the dice roll amount minus sneak attack
Overloaded Stimulant
At 17th level, as an action you can administer a overloaded stimulant to a creature besides yourself once per long rest. The creature regains half of their hit points, The creature gains resistance to all damage, may take an extra action and rolls a critical on a 19 or a 20 on a d20. This effect lasts for 1 minute. After the effect ends the creature gains one level of exhaustion.
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