Base Class: Rogue
Mix poisons using natural or unnatural sources, gaining more potent potions and being able to make more and more.
Internal Crafting
You gain proficiency in Alchemist's Supplies and Herbalism Kit, and use your body to create potions by consuming ingredients or using natural poisons. Creating potions by consuming materials is done with expertise and disadvantage.
Body Brewing
When you choose this archetype at 3rd level, you gain the create and brew potions internally.
At the end of every long rest roll 1d4-1 (minimum of 1), then roll a number of d8s equal to the number rolled (the dice increases to d10 at level 9, and d12 at level 13). Create the potion listed on the table for each result, these potions last until the beginning of the next long rest where they decay becoming inert. Healing potions cannot be created with this effect.
Saving throws caused by these potions are equal to 8 + Con Modifier + Proficiency Bonus
| d12 | Effect |
|---|---|
| 1 | Combustible Compounds: As a reaction when an enemy attacks you but before you know the results of the roll, you throw down this vial causing a large flash taking Your proficiency bonus of fire damage and forcing the enemy to reroll. |
| 2 | Slippy Oil: As an action, until the beginning of your next turn become immune to critical hits, gain +1 to your AC, and make an area of difficult terrain within 5 feet, however make all melee attack rolls you make are made with disadvantage. |
| 3 | Secret Rock: As a reaction when someone within 30ft tries to cast a spell you may make a ranged attack at them using either Strength or Dexterity, if the attack lands they must immediately make a concentration check as if they took 1 damage, if they fail the check the spell fizzles. |
| 4 | Jetstream: As an action you may take this potion, immediately making a constitution saving throw, on a fail you erupt 30 feet into the air and begin to freefall, sending all creatures within 10 feet of you 15 feet backwards, taking 1d6 bludgeoning damage if they hit a wall. On a success you can guide the eruption, choosing a 30 foot line, all creatures struck by the line make a dexterity saving throw being pushed to the end and taking 3d6 bludgeoning damage on a failure or pushed 5 feet to the side of their choice on a success. |
| 5 | Jungle Juice: As bonus action choose an ally within 30 feet, that ally gains temporary hitpoints equal to rogue level and until the gained temporary hitpoints are lost the creature gains 10 walking speed and adds your Proficiency bonus to their melee attack rolls, and are made one size larger. Once the temp HP is lost the target gains 1 level of exhaustion and takes Your Proficiency bonus + Rogue level in acid damage. |
| 6 | Weapon Grease: As a bonus action you may douse your weapons in a bubbling potion. Until the end of your next turn you roll 1 additional sneak attack die every time you use sneak attack, adding it to the damage total, you may also change the sneak attack damage type to any damage type of your choosing while your blades are greased in this way. |
| 7 | Spiders?: As a bonus action you drink this potion, until the end of your next turn every time you take damage you summon 1 Swarm of Insects (Spiders), they are not loyal to you, roll 1d20, on a 10 or lower the spiders are aggressive to you, on an 11-15 the spiders are aggressive to a random creature within 15ft other than you, on a 16-20 the spiders are aggressive to the attacker that caused this effect. |
| 8 | Choose one common potion to create except healing |
| 9 | Liquid Ooze: As a reaction when a creature leaves your attack range, you may wrap them in congealed slime, the creature is pulled 5 feet backwards and restrained until the start of their next turn or expends half their movement to escape the goop. |
| 10 | Choose one uncommon potion to create except healing |
| 11 | Embiggening Serum: Choose one ally within 15 feet, that ally is immediately increased in size by one rank, while increased in size like this their weapon attacks deal an extra damage dice and critical hits are tripled instead of doubled. |
| 12 | Choose one rare potion create except healing |
Picky Eater
Starting at 9th level after you roll to brew new potions, as long as you are making at least 2 you may reroll one of the dice used to determine which potion is brewed and use either results, or you can choose to forgo the last rolled dice to instead duplicate one of the earlier rolled ones. You may not use both effects during the same brewing period.
Experienced Milker
By 13th level, you discover the secrets of extracting venom and potent ingredients. Potions and brewed effects special to this class may be used a number of times equal to your Rogue Level divided by 3 (rounded down) before they are used up, however once you open a potion it only remains effective for 1 hour and still follows the use restriction outlined in the potion table.
Master Maker
When making potions, you choose the potions you craft from the table, potions made exclusively from this subclass no longer expire at the start of the next long rest, instead you may maintain a number of potions equal to your Proficiency bonus, any made past that amount immediately decay.







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