Base Class: Rogue
You have learned to control your and manipulate the kinetic energy and chemical balance of
most metals. Maybe you were born with this talent or perhaps a secluded master taught you.
Either way you now control society's most common elements.
A skilled Alchemist always has a trick to turn the tides of battle in their favor. Whether it be
with knives or the clever manipulation of the metal around you, the alchemist makes for a
forbiddable skirmisher.
Level 3: Magnetic Influence
Starting at 3rd level, you learn how to utilize the alchemical power found in your blood to manipulate the
magnetic gravitas of objects.
As a bonus action you may choose one tiny metal object within 30 feet and pull it towards you, or push it
away from you. You may move the object 30 feet in either direction. If this movement would bring the
object to you, you may catch the object if you have a free hand.
If the tiny metal object is in some way attached to, held by, or otherwise worn by a creature you may still
attempt to pull or push it. The creature must make a Strength saving throw against your Alchemical
Augmentation save DC or have the object freed from their control. A creature may willingly fail this
saving throw.
Furthermore you gain an additional way to trigger your sneak attack. Whenever you pull or push a tiny
metal object, you can direct it as if you were making a ranged attack from the object's location. You are
considered proficient with this attack and it has a bonus to the attack roll equal to your Intelligence
modifier. On a hit, the object deals 1D4 of the appropriate damage type. If the target creature of the attack
is within 30 feet of you, this attack activates your Sneak Attack feature.
Level 3: Alchemical Dominion
When you choose this archetype at 3rd level, you learn how to augment your attacks using alchemy.
When you deal Sneak Attack damage you can add one of the following Alchemical Augmentations. Each
effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the
effect. You remove the die before rolling and the effect occurs immediately after the attack`s damage is
dealt.
Blinding Strike (Cost 2D6): Your knowledge of the chemical makeup of metals allows you to briefly
cause an intense bright flash as energy leaves the metal. The target of your attack must make a
Constitution saving throw. On a failed save, the target is blinded for one minute. At the end of each of its
turns it may repeat the saving throw, ending the effect on itself with on a success.
Forced Repulsion (Cost 1D6): Whenever you hit a creature with your sneak attack you can change your
weapons magnetic attraction to be the same as your creatures. Whenever you do so the targeted
creature is forcibly moved 10 feet away from you.
Saving Throws. Some of your Alchemical Augmentations require your target to make a saving throw to
resist the Augmentation's effects. The saving throw DC is calculated as follows:
Alchemical Augmentation save DC is equal to 8 + your proficiency bonus + your Intelligence modifier
Level 9: Magnified Movement
At 9th level, your master over alchemical powers is magnified. You are able to walk on walls and ceilings,
as if under the effects of the Spider Walk spell.
Furthermore as a bonus action you may target one medium or larger metal object. You may then pull
yourself up to 30 feet toward the object. This movement does not provoke opportunity attacks.
Level 13: Advanced Augmentation
Elemental Shift (Cost 2d6): Your ability to manipulate the chemical structure of metal allows you to
briefly flare a dormant elemental power in your attack. Whenever you successfully hit a sneak attack you
may choose to change the triggering damage type to any of the following damage types: Cold, Fire,
Lightning, and Acid.
Irresistible Pull (Cost 3d6): You magnetically charge the the body of your target to be the opposite of
the ground. When you hit, the target is knocked prone. Furthermore, the target of your attack must make
a Strength saving throw. On a failed save, the target is restrained for one minute as their body is pulled
toward the ground. At the start of each of its turns it may repeat the saving throw, ending the effect on
itself with a success.
Level 17: Shattering Blast
Beginning at 17th level, your mastery of alchemy allows you to shatter your blade and reassemble it
magically. As an action you may force each creature of your choice within a 30 foot range must make a
Dexterity Saving throw against your Alchemical Augmentation save DC. On a failed save, each
creature takes 8d6 piercing damage as parts of the blade fly into their body. Furthermore, the splinters of
your blade send each creature into shock. Until the end of their next turn, each affected creature is
stunned as they come out of shock. On a successful save, each creature only takes half damage.Your
blade magically reassembles after the initial saving throw.
You may use this feature once per short rest or long rest.







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