Base Class: Rogue
The Aromatic Alchemist is a master of chemical fragrances; blending toxins, perfumes, and incenses that alter one's perception, heighten reflexes, and or block a foe's senses. Through fragrant oils, potent powders, and volatile vapors, they sharpen their reflexes, obscure their movements, and manipulate both ally and foe through scent alone. The art of the Aromatic Alchemist is ancient and deeply secretive. Once practiced by royal spies, courtiers, and temple healers, it has evolved into a discipline of sensory warfare. Each Aromatic Alchemist develops a personal “palette” of scents; complex emotional cocktails that trigger primal instincts: fear, calm, desire, clarity, rage.
An Aromatic Alchemist's tools are as vital as their blade. They rely on vials of concentrated oils, sealed incense pearls, reactive smoke beads, and delicate glass burners. Each one is infused with reagents, herbs, and essences that interact with body heat, blood, and magic. While alchemists might use these mixtures for potions or explosives, you have perfected the subtle delivery, through the cut of a poisoned blade, the flick of a fan, or the faint trail left as you vanish into smoke. Your scents can heal, hinder, or hypnotize, depending on your mastery of composition.
Tools of the Trade
At 3rd level, you learn to craft and weaponize powerful aromatic concoctions; perfumes, oils, smokes, and powders that influence the mind and body. You choose to gain proficiency with Alchemist Supplies, Herbalism Kit, or a Poisoner's Kit.
Aromatic Arsenal
At 3rd level, you are able to use your knowledge to craft a variety of different vials known as Aromatics. You can prepare a number of Aromatics equal to your proficiency bonus per short or long rest, choosing from the list below. Activating an Aromatic requires a Bonus Action and consumes one prepared vial. Each effect lasts for 1 minute, unless stated otherwise.
Crafting an Aromatic during a short or long rest will require you to use Alchemist's Supplies, an Herbalism Kit, or a Poisoner's Kit + 25 gp. You can gather these materials through downtime, scavenging, or shopping. Any Aromatics that are unused when you take a short or long rest will become inert.
If an Aromatic requires a creature to make a saving throw, the DC = 8 + proficiency bonus + intelligence modifier.
- Viper's Kiss. Enemies that start their turn within the Aromatic's radius must make a Constitution saving throw or become poisoned until the start of their next turn, where they take 2d6 poison damage. On a successful save, the enemy will only take 2d6 poison damage.
- Nerve-Smoke. Enemies that start their turn or enter the Aromatic's radius must make a Constitution saving throw or become stunned until the start of your next turn.
- Drakkus's Breath. Enemies that start their turn or enter the Aromatic's radius must make a Dexterity saving throw or take 2d6 fire damage, or half as much on a success.
- Howler's Distillate. Enemies that start their turn or enter the Aromatic's radius must make a Dexterity saving throw or take 2d6 lightning damage, or half as much on a success.
- Euphoric Bloom. Allies that are within the Aromatic's radius have their senses sharpened. They gain a +2 to their next attack roll, ability check, or saving throw. Once it has been expended, that ally must wait until the start of their next turn to benefit from this Aromatic.
- Somnolent Bloom. Enemies that start their turn or enter the Aromatic's radius start to become drowsy. They gain a -2 to their next attack roll, ability check, or saving throw. Once it has been expended, that enemy cannot be affected by this Aromatic until the start of their next turn.
- Mustard Tincture. Creatures that start their turn or enter the Aromatic's radius must make a Constitution saving throw or become blinded until the start of their next turn. On a successful save, they are not blinded, but have disadvantage on Perception checks made with sight until the start of their next turn.
- Sluggish Mist. Creatures that start their turn or enter the Aromatic's radius must make a Constitution saving throw or be placed under an effect similar to the Slow spell until the start of their next turn.
- Expeditious Mist. Allies that start their turn or enter the Aromatic's radius are placed under an effect similar to the Haste Spell until the start of their next turn, but do not become lethargic.
- Silvermist Bloom. Creatures that start their turn or enter the Aromatic's radius must make a Wisdom saving throw or become frightened of you until the start of their next turn.
Alchemical Comprehension
At 9th level, due to your consistent training in crafting Aromatics, you have gained a unique insight in handling certain toxins and poisons. You gain immunity to the Poisoned condition and resistance to poison damage.
Additionally, when you hit a creature with an attack and deal sneak attack damage, you may immediately release one Aromatic centered on that creature without expending your bonus action (still consumes one use of your Aromatic). You can do this a number of times equal to your Intelligence Modifier (minimum of 1) per short or long rest.
Versatile Craft
Starting at 13th level, you focus in manipulating Aromatics to become more malleable. You gain the following benefits:
- The radius for your Aromatics increase from 10 feet to 20 feet.
- You can choose two different Aromatics that you have prepared and mix them into one. Each creature within the radius must make a save against both of the effects.
- You also learn to manipulate the triggering of your Aromatics. You are able to now change the area of effect of an Aromatic to either a 20 foot cone, line, or toss it within 20 feet of you as a Bonus Action.
Breath of Miasma
At 17th level, you have perfected a legendary Aromatic formula known only to master Perfumers and Apothecaries, Breath of the Miasma; an Aromatic that can change with the slightest alteration to its formula. As an action, you release a 30 foot miasma centered on you, choosing one of the three options from the list below. For the next minute, the Miasma will follow you wherever you go.
- Breath of Equilibrium. Allies that are within this Miasma, regain hit points equal to your Proficiency Bonus + twice your Intelligence Modifier at the start of their turns. If they end their turn while within the Miasma and are afflicted with a condition, they may roll to save against it, potentially ending the effect earlier than anticipated.
- Breath of Fatigue. Enemies that are within this Miasma, must make a Constitution saving throw versus your Aromatic DC, or have their AC reduced by 1 for each round they stay within the Miasma and have disadvantage on attack rolls. On a successful save, their AC does not get reduced, however, they still make attacks with disadvantage while within the area.
- Breath of the Black Lotus. Creatures that are within this Miasma must make a Constitution saving throw versus your Aromatic DC or become poisoned. Whenever a poisoned creature starts their turn while within this Miasma, they will take an additional 6d6 poison damage at the start of their turn. On a successful save, the creature does not become poisoned but has disadvantage on their next Constitution save if they remain within the Miasma.
You can use this feature once per Long Rest







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