Base Class: Rogue
Alchemists seek a deeper understanding of the secrets of the universe, but approach that understanding through studies of the material world, rather than research into magic itself, pacts with strange beings, or contemplation of one’s bloodline. Some might call their researches almost scientific in nature, yet they involve as much of the arcane and the occult as the mundane. They also frequently involve obsession and even what some might call madness.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the Alchemist’s supplies
Basic Bomb
Starting at 3rd level, you know how to craft compact, volatile collections of chemicals in a fragile container—a bomb. As part of the Attack action, you can craft and throw a bomb up to 20 feet (or up to 60 feet with disadvantage) as a ranged weapon that does 1d10 damage. When you throw a bomb, you choose if the damage it does is acid, fire, or cold damage. You must have your alchemist’s supplies in order to create a bomb. You use intelligence for attack and damage rolls instead of dexterity.
Starting at 9th level, the blast radius of your basic bomb increases: all creatures within 10 feet of the bomb’s target must make a Dexterity saving throw or take damage as if they had been also been hit by a basic bomb. At 13th level, the damage of your basic bomb increases to 2d10. At 17th level, the bomb’s blast radius increases to 30 feet.
Alchemist Save DC: 8 + your proficiency bonus + your Intelligence modifier
Discoveries
Through your research, you achieve mastery of certain processes which have immediate value to you. At 9th level you gain these discoveries.
Smart Alchemy. The volatile compounds of your bombs always explode exactly how you want them to. Whenever a spell or bomb would deal damage to a creature that is not hostile to you, it takes no damage instead. When a spell or bomb requires that a creature that is not hostile to you make a saving throw, it automatically succeeds.
Potion of Rejuvenation. During a short rest, you may use your alchemist’s kit to concoct a potion that restores one expended spell slot to the creature who drinks it. A spell slot recovered in this way cannot be of a higher level than your highest-level spell slot. This potion holds its potency for 1 hour, after which it becomes inert. A creature may only benefit from this potion once per day
Greater Discoveries
Your continuing research unveils mysteries of alchemy beyond those you achieved earlier. At 13th level, you gain these discoveries.
Nauseating Flesh. Because of all the chemicals, you have consumed, you have become unappetizing to monsters. Any creature that makes a successful bite attack against you or swallows you whole must make a Constitution save against your alchemical save DC or become poisoned for one hour.
Poison Immunity. You are now immune to poison damage and the poisoned condition.
Ultimate Discoveries
At 17th level, your research allows you to achieve discoveries only imagined by your peers. You gain these two discoveries.
Elixir of Life. You can spend one downtime day per year of your actual age to brew a special elixir that affects only you. Once you drink it, you do not age.
Perfect Potion. Whenever you and your party take a short rest. If you or any friendly creature that uses hit die to recover health they recover double the usual hit points and can make an additional save against any one ongoing disease or poison.
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