Rogue
Base Class: Rogue

Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants, providing alchemical fire and healing potions, the true alchemist answers a deeper calling.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: acid splash and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Alchemist Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and transmutation schools on the wizard spell list.

The Spells Known column of the Alchemist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Alchemist Spellcasting

Rogue

Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

4th

3

4

3

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

Grenadier

Starting at 3rd level, you gain proficiency with alchemist's supplies.

As part of a long rest, you may use your alchemist's supplies to create catalyst vials that you may use to empower your acid splash cantrip. You create a number of vials equal to your Intelligence modifier. When you cast acid splash, you may expend a vial as a material component. If you do, your sneak attack applies to one of its damage rolls provided the other conditions for sneak attack are met.

As an action, you may expend a spell slot to create additional vials equal to twice the slots level.

The vials last until the end of your next long rest.

Internal Reaction

Starting at 9th level, you may imbibe one of your catalyst vials to increase your resistances. Using your reaction in response to an effect that requires a saving throw, you may consume a catalyst vial to give yourself advantage on the saving throw. You may do this after you roll but before you know the result.

Improved Catalyst

At 13th level, your catalyst grows in power. When you create catalyst vials over a long rest using your Grenadier feature, you create additional vials equal to your proficiency bonus. In addition, you add your intelligence modifier to the damage done by your acid splash cantrip.

Bouncing Bomb

At 17th level, if you target two creatures with your acid splash cantrip, your sneak attack damage applies to one of the damage rolls even if you don't have advantage as long as you don't have disadvantage on the attack.

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2019 1:37:08 PM
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