Base Class: Rogue
Maybe you were an ordinary herbalist until your hometown suffered a catastrophic winter. Perhaps you were a petty criminal that discovered a sick and wheezing man is easier to rob. Or you might have just been a hatter who finally succumbed to madness after dealing with one boisterous ship captain too many. However you got there, all chemists have two things in common: an affinity for the alchemical arts, and a willingness to access the darker areas of the artform.
Bonus Proficiencies
When you choose this subclass at 3rd level, you gain proficiency in poisoner’s kit, herbalism kit, and alchemist’s supplies. If you lack both, you may construct a poisoner’s kit or alchemist’s supplies.
Produce Poison
Starting at 3rd level, you master the ability to create bespoke poisons to assist in combat.
Poisons. You learn how to create three poisons from the list below.
You master an additional poison at levels 7, 11, 15, and 19.
You may use your bonus action to apply a poison you know to one weapon or piece of ammunition. The next attack which deals damage with that weapon will apply the effects of the poison (Note: if you attack and miss with a piece of ammunition, the poison is not used, but must be reapplied to a new piece of ammunition). Any target who is struck with a poison in combat takes poison or necrotic (your choice) damage equal to your intelligence modifier, regardless of if it makes a save or not.
You may use this feature a number of times equal to your proficiency bonus, at which point you must take a short rest to remake and reinvigorate your poisons.
Saving Throws. Some of your poisons require your target to make a saving throw to resist the poison's effects. A creature can always use its action to attempt to save against the poison again. If it succeeds, any lasting effects end immediately. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your intelligence modifier.
Black Olive
The target must make an intelligence saving throw. If it fails, it takes damage equal to your intelligence modifier and has disadvantage on a saving throw of your choice for one minute.
Dark Star
The target must make a charisma saving throw. If it fails, it is charmed by you for one minute.
Fairy Touch
The next attack against the target has advantage.
God's Flesh
The target must make a wisdom saving throw. If it fails, it is frightened of you for one minute.
Red Devil
The target takes additional damage equal to 1d4. This damage is poison or necrotic damage (your choice). This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Yellow Jacket
The target must make a constitution saving throw. If it fails, it is stunned until the end of your next turn.
Zip
The target must make a dexterity saving throw. If it fails, it may not take a reaction until the end of its next turn, and all of its movement speed is halved for one minute.
Drug of Choice
At 9th level, you have not only perfected compounds to make others weaker, but also ones to make them stronger. Once per long rest, you create a potent drug which can be consumed by anyone using a bonus action. After the drug is ingested, the user is considered under the benefits of the haste spell for a maximum number of rounds equal to your intelligence modifier, though the effect can be ended at any time. After the effect ends, the target must make a constitution saving throw equal to 10 + the number of rounds they were under the drug’s influence. If they fail, they gain one level of exhaustion. If unused, the drug lasts until your next long rest, at which point it loses its potency.
Chronic Effects
By the time you reach 13th level, you have learned how to make your poisons not only strong, but subtle as well. Over the period of a short rest (this does not disturb your rest), you can allow one of the poisons you have learned to distill into a difficult to detect liquid or powder. This new version of the poison lasts until it is used, and can be discreetly administered to a target by food, drink, or any other method you see fit. The target must make an investigation check equal to your poison save in order to detect the substance, and has disadvantage if they are not specifically looking for something. If the target fails a saving throw, any effect that would normally last for one minute lasts for one hour, and the saving throw cannot be repeated.
The poison can be cured either magically, or by a creature using an action to make a medicine check (this is done at disadvantage without a healer’s kit). Other than Red Devil, poisons administered this way will not deal their typical damage to the creature. Even if the target succeeds on a saving throw, it does not necessarily detect the poison.
Catalytic Reaction
When you achieve 17th level, you have learned not only how your chemicals interact with creatures, but how they interact with each other. You coat your weapons with a special oil designed specifically to react to your poisons. Any time you hit a creature affected by a lingering poison you applied, it is considered a sneak attack. If the attack would already have been a sneak attack, you may add 2d6 damage to your sneak attack roll.
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