Rogue
Base Class: Rogue

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, an Alchemical Soul strikes and infiltrates with the Knowledge of Alchemy. These rogues discover their penchant for potions within themselves and obsessively yearn for more knowledge on the subject, regardless of what laws they might have to break to get it it. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone obsessing over little glass vials and muttering to themselves weird and wonderful formulas to conduct their business. Most governments would also be happy to have an Alchemical soul in their employ.

As an Alchemical Soul, your alchemical knowledge might have scarred you since you were a child, only revealing their full potential as you experienced the stress of academia. Or you might have sought out a reclusive order of Alchemical adepts and spent years learning how to brew the perfect concoctions.

Alchemical Mind

3rd-level Alchemical Soul feature

You harbour a wellspring of Alchemical knowledge within mind. This knowledge is represented by your Alchemical dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various alchemical skills you have, which are detailed below.

Some of your skills expend the alchemical die they use, as specified in a skill’s description, and you can’t use a skill if it requires you to use a die when your dice are all expended. You regain all your expended Alchemical dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Alchemical die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Alchemical dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The skills below use your Alchemical dice.

Dose of Genius. When your training fails you, your alchemical skills can pick up the slack: if you fail an ability check using a skill or tool with which you have proficiency, you can take a swig of one of your alchemical concoctions and try again. You can roll one Alchemical die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Drinking Buddies. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, instruct one or more creatures you can see to take a sip of a purple vial you had concocted previously, you can instruct up to a number of creatures equal to your proficiency bonus, and then roll one Alchemical die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

The first time you use this skill after each long rest, you don’t expend the Alchemical die. All other times you use the skill, you expend the die.

Alchemical Concoctions

3rd-level Alchemical Soul feature

You have prepared a plethora of alchemical vials for every situation. Whenever you take the Attack action, you can take a Alchemical Concoction from your bag and make an attack with vial. This vial is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals Alchemical damage equal to 1d6 plus the ability modifier you used for the attack roll. The vial shatters immediately after it hits or misses its target, and it leaves only a small stain on the target

After you attack with the Alchemical Concoction, you can make a melee or ranged weapon attack with a second Alchemical Concoction as a bonus action on the same turn, provided your other hand is free to take it from the bag. The damage die of this bonus attack is 1d4, instead of 1d6.

In the heat of battle, you don't have time to decide on what brand of pain you will be using on your enemies. When you hit with an attack using your alchemical concoctions, roll on the Alchemical table to see what damage type that particular concoction deals.

 

Roll

Damage Type

1

Acid

2

Cold

3

Fire

4

Force

5

Lightning

6

Poison

7

Psychic

8

Thunder

 

5th-level Alchemical Soul feature

 

Keen Eyes. You have now become more proficient in battle. You are now able to choose the right vial for the right situation, instead of haphazardly picking one. When you land a hit with your attack action Alchemical Concoction, you can decide on the damage rather than rolling on the table. The bonus action Alchemical Concoction still requires you to roll on the table.

 

10th-level Alchemical Soul feature

 

Bloodshot Eyes. You have spent so much time brewing Alchemical Concoctions, that they have started to permanently effect your eyes. the gasses and liquids have suffused into your irises giving them and even keener edge. You can now choose the type of damage your bonus action Alchemical Concoctions deal. Because of this, your bonus action Alchemical Concoction now deals 1d6 Alchemical damage as well.

 

Blood, Sweat and Vials

9th-level Alchemical Soul feature

Your Alchemical Concoctions are now an expression of your Alchemical-suffused soul, giving you these powers that use your Alchemical dice:

Alchemical Will. If you make an attack roll with your Alchemical Concoction and miss the target, you can roll one Alchemical die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Alchemical die.

Alchemical Teleportation. As a bonus action, you take one of your Alchemical Concoctions, expend one Alchemical die and roll it, and Drink the first half of the concoction and throw the remaining half at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. Your body and all your belongings turn into an alchemical gas and you then reform in that space, and the vial smashes and vanishes.

Alchemical Veil

13th-level Alchemical Soul feature

You've managed to make a concoction that turns you invisible. As an action, you can become invisible by drinking a Alchemical Concoction, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (drink the antidote, no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Alchemical die to use this feature again.

Corrosive Mind

17th-level Alchemical Soul feature

Your Alchemical Concoctions travel straight to a creature’s mind. When you use your Alchemical Concoctions to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend two Alchemical dice to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2022 8:12:25 PM
7
2
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes