Rogue
Base Class: Rogue

This Assassin uses poisons and alchemy to coat their blades, dealing ever more damage. They can also use a myriad of rogue gadgets,, like smoke and acid bombs.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the alchemist's supplies and the poisoner’s kit.

Poison Coat

Starting at 3rd level, you are able to coat your blade with a personal mixture of poison as a bonus action. You deal an additional 2d6 of poison damage on your next weapon attack. This bonus increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Bombs

Starting at 9th level, you choose one type of explosive to specialize in. You are then able to create one shot of that explosive using the necessary materials and two hours of crafting time. You may then use the bomb as a bonus action

Acid Bomb

As a bonus action, you throw an acid bomb at a point within 20 feet of you. The bomb explodes in a 20ft radius circular pool of acid. Creatures within the area must make a Dexterity saving throw (DC 8 + your Dexterity modifier + your proficiency bonus) or take 4d6 acid damage. On a success, the creature takes half damage.

To create a shot of acid bomb you need 20 gp of acid and 2 hours of crafting time

Smoke Bomb

As a bonus action, you can throw a smoke bomb at a point of your choice within 20 feet of you. The bomb explodes in a 10 foot radius, makes the region within the area of effect heavily obscured for one round. Creatures within the smoke area are essentially under the blindness condition.

To create one bomb you need 10gp of gunpowder and spend two hours crafting the bomb.

Web Bomb

As a bonus action, you throw a sticky bomb at a point within 20 feet of you. The bomb explodes, which creates a circle with 20 feet radius of web-like terrain for three rounds. The sticky area is difficult terrain, and creatures walking over it must make a 14 Athletics check or be restrained for one round. 

To create one shot of the Web Bomb you need 15 gp of glue and two hours of crafting time.

Gained Immunity

At 13th level, you have spent so long concocting poison and acids that you become naturally resistant to them. You gain resistance to acid damage and immunity from poison damage.

Friendly Fire

Starting at 13th level, you wished for a way to administer potions from long range so you created one! Mixtures can reliably be fired from a crossbow or bow.  Potions that once needed to be consumed may be shot with an arrow or bolt that administers the fluids This feature does not work with Bombs.

Death Mixtures

Starting at 17th level, you become a master of creating death in a bottle. Poison or Acid damage dealt by you is doubled. Furthermore, you can modify healing potions to do double healing. This modification expends 50 gp per level of the healing potion.

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