Base Class: Rogue
Welp
Tools of the Trade
At 3rd level, you master the tools you use to create alchemical items and flasks. You gain proficiency with Alchemist's Supplies, Poisoner’s Kit, and Herbalism Kit.
Alchemical Flasks
At 3rd level, you learn to how to craft Alchemical Compounds. When you gain this feature, you learn four Alchemical Flask options of your choice (see “Alchemical Flask Options” below).
Once per turn when you attack a creature as part of the Attack action, you can use one Alchemical Flask of your choice to apply to your weapon. You decide to use the option when the attack hits a creature unless the option doesn’t involve an attack roll. The additional effect of the Alchemical Flask is active for 1 minute on that weapon.
You can also use your action to instead throw an Alchemical Flask up to 30 ft.
You have can create 5 Alchemical Flasks per long rest. If you don't use the Alchemical Flasks before your next long rest the alchemical composition of the Flasks lose potency.
You gain two additional Alchemical Flask options of your choice when you reach 7th and 11th level. Each option also improves when you become a 15th-level rogue.
Alchemical Flask Options
The Alchemical Flask feature lets you choose options for it at certain levels. The options are presented here. If an option requires a saving throw, your Alchemical Flask save DC equals 8 + your proficiency bonus + your Dexterity modifier.
Holy Water Flask
You use a flask filled with holy water. The creature hit by the flask must also succeed on a Dexterity saving throw or be coated in holy water until the end of your next turn. While soaked in holy water the target cannot cast illusion spells and they are vulnerable to lightning damage. If a fiend, undead, or fey creature are struck with the holy water they are not coated in water but the water ignites in holy flame dealing 2d6 radiant damage.
After you reach 15th level in this class, a target stays soaked in holy water for a minute and any enemy within 5 ft of the target must also make a Dexterity save or be soaked in holy water until the end of your next turn. The radiant damage a fiend, undead, or fey takes increases to 4d6.
Poison Flask
You use a flask filled with a dangerous poison. The creature hit by the ammo takes an extra 1d10 poison damage and must also succeed on a Constitution saving throw or be poisoned until the end of your next turn. While poisoned the target takes 1d10 poison damage at the start of each of their turns.
After you reach 15th level in this class, a target stays poisoned for a minute. The poison damage increases to 2d10.
Winter's Breath Flask
This flask is filled with winter's breath alchemical fluid. You target a space with your ammo and create a sphere of icy air with a radius of 10 ft that lasts until the end of your next turn. This sphere's area is difficult terrain and any creature that starts their turn there or enters it for the first time in a turn takes 2d8 cold damage.
After you reach 15th level in this class, the sphere lasts for a minute, deals 4d8 cold damage, and its radius increases to 20 ft.
Acid Flask
You use a flask that is filled with acid. The creature hit by the flask must also succeed on a Constitution saving throw or be coated in acid until the end of your next turn. While coated in acid the target takes 1d6 acid damage at the start of each of their turns. The target also loses 2 point of AC while coated in acid if they are wearing metallic armor.
After you reach 15th level in this class, a target stays soaked in acid for a minute and any enemy within 5 ft of the target must also make a Constitution save or be soaked in acid until the end of your next turn. The acid damage increases to 2d6.
Alchemist's Fire Flask
You use a flask filled with alchemist's fire. The creature hit by the flask must also succeed on a Dexterity saving throw or be coated in alchemist's fire until the end of your next turn. While coated in alchemist's fire the target takes 2d6 fire damage at the start of each of their turns.
After you reach 15th level in this class, a target coated in alchemist's fire for a minute and any enemy within 5 ft of the target must also make a Dexterity save or be soaked in alchemist's fire until the end of your next turn. The fire damage increases to 4d6.
Euphoria Gas Flask
You use a Flask that contains euphoria gas. A creature hit by the flask must also succeed on a Charisma saving throw or be charmed until you or an ally damage it. While charmed it will use it's turn to move it's full speed in a random direction then make the Charisma saving throw again at the end of it's turn.
After you reach 15th level in this class, a target that is charmed will attack a random creature that is hostile to you.
Oil Flask
You use a flask filled with oil. The creature hit by the flask must also succeed on a Dexterity saving throw or be coated in oil until the end of your next turn. While coated in oil, the target has disadvantage on Dexterity saves, and it is vulnerable to fire damage.
After you reach 15th level in this class, a target stays coated in oil for a minute and any enemy within 5 ft of the target must also make a Dexterity save or be coated in oil until the end of your next turn.
Restorative Mist Flask
This flask is filled with a restorative alchemical fluid. You target a space with your flask and create a sphere of restorative mist with a radius of 10 ft that lasts until the end of your turn. Creatures in the sphere's radius have 2d6+4 HP restored.
After you reach 15th level in this class, the restorative mist restores 4d6+8 points of health.
Wonder Glue Flask
This flask is filled with expanding wonder glue. You target a space with your ammo and create a web of sticky glue that fills a 20 ft square for the next minute. The webs are difficult terrain Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
After you reach 15th level in this class, the glue lasts for an hour and creatures have disadvantage on Dexterity saves not to be restrained and disadvantage on Strength saves to break free.
Alchemical Enhancement
At 9th level, you gain the ability to alchemically enhance your weapon. Whenever you attack with a weapon you can make it magical for the purpose of overcoming resistance and immunity, but the magic fades from the weapon on a hit or miss.
Multi-Throw
Starting at 13th level you are able to throw 2 flasks at once at the same target.
Quick Flask Crafting
Starting at 17th level, your Alchemical Flasks are available whenever battle starts. If you roll initiative and have no uses of Alchemical Flasks remaining, you regain two uses of it.
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Posted Jun 29, 2019I actually am using this Subclass for my Current Rogue and I love the Versatility of it and how many scenarios I can run through with it!
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Posted Nov 27, 2018This is honestly amazing with the amount of work you put into it I don't know why you aren't at the very top