Base Class: Rogue
Alchemical Agents use their knowledge of alchemical mixtures to provide healing salves for their allies and deadly blades for their enemies. Rogues of this subclass use their knowledge of potions, poisons, and bombs to deal lethal damage to their enemies, quickly heal their allies, and control the battlefield with explosions.
(V 0.07)
Alchemy Expert
Beginning at 3rd level when you chose this class you gain proficiency in alchemist supplies, herbalist's kit, and poisoners kit. If you already have proficiency, then you gain expertise.
You can drink or administer a potion to a willing creature as a bonus action.
In addition, you are able to cast the Identify spell at will on potions, poisons, and acids. You have advantage on investigation and nature checks involving alchemical ingredients.
Deadly Blade
You can coat your weapon with damaging alchemical mixtures (poison, acid, etc) that you created as a free action.
You gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you hit it with an attack using a weapon or projectile that is coated in a damaging alchemical mixture and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Mad Bomber
Starting at 9th level, you can use volatile reagents to create a controlled explosion. As a bonus action you can create an explosion. Choose one of the following:
- This explosion causes no damage but allows you to fly up to 30 feet in any direction.
- You can throw the explosion up to 60 feet away from you. Creatures within a 15 foot radius of the explosion must make a Dex save (DC is 8 + proficiency bonus + Int Modifier). The explosion deals 2d8 damage fire damage (half damage on a successful save). When you reach certain levels in this class, the potency of your explosion increases: at 13th level (2d10) and 17th level (2d12).
Quick Crafting
At 13th level, your mastery of alchemy allows you to speed up the process. During a short rest, you are able to make a potion that would usually require a long rest to create.
You can use this feature a number of times equal to your Int Modifier per long rest.
Master of Life and Death
Starting at 17th level, you can create a powerful alchemical substance over the course of a long rest. You can make them with 15 minutes of prep time followed by 8 hours of brewing time. They will last one week from the time that they are created, after that time they become inert and lose all effectiveness.
Choose one of the following to make per long rest:
- Panacea. Cure any effect that causes a creature to be charmed, frightened, poisoned, petrified, stunned, or paralyzed. It will also end any effect reducing maximum hit points or ability scores.
- Life Elixir. A creature deceases within the last 24 hours is brought back to life with 1 hit point.
- Volatile Concoction. You create a powerful bomb, which you can throw on a range of 60 feet as an action. All creatures in a 30-foot radius must succeed on a Dexterity saving throw (DC 8 + Proficiency bonus + Int Mod), taking 10d8 fire damage on a failed save, or half as much on a success.
- Your mastery of alchemy allows you to make these substances even with the most mundane of components.
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