Rogue
Base Class: Rogue

As an alchemist you know that poison is the way to guarantee success. Magic can fail, blades can rust, but using the right poison is always lethal. 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the poisoner’s kit and the longbow.

Alchemical Ammunition

Starting at 3rd level you gain the ability to make poisons at half the cost. You can also poison up to 20 pieces of ammunition per short rest. If not used, the poison becomes inert. Your poison can be applied on ammunition or melee weapons as a bonus action. The save DC for your poisons is 5+prof+int mod. If a creature is attacked by your poison they take 1d6 of poison damage and must make a con save. If the target fails, they have the poisoned condition. They may repeat the save at the end of their turn. Your poison damage  increases by 1d6 at levels 5,9,13,17. 

Alchemical Study

At 9th level you gain the ability to make poisons for free and can scavenge materials from your environment. Your safe DC for your poisons increases to 8+prof+int mod. You gain resistance to poison due to handling them frequently. Your poisons are now potent enough to affect non-living targets. Creatures that are normally immune to your poison are simply resistant to the damage. Your poison becomes harder to cure. All healing spells cast on your poisoned targets will only heal for half if not cast at a level above your int mod. Studying alchemical formulas has sharpened your mind. You can now add your Int mod to your initiative. You also gain a sense of the better locations to find supplies for your poisons. 

Ranged Assault

Starting at 13th level you gain the multi-attack feature. You also gain the ability to focus your shot and gain advantage to the attack roll at the cost of losing one attack that round. Your sneak attack damage can still only apply once per round if you attack twice. Your poison is virulent enough to cause anyone afflicted by them to have disadvantage on their save against it. Your poison also causes any concentration check an afflicted target makes to be at disadvantage.

Alchemical Master

Your knowledge of poisons is unapparelled. You gain the ability to make one dose per long rest of a poison so invasive and extreme that it bypasses all immunities. It causes 50 poison damage and inflicts the poisoned condition. You also gain proficiency in Constitution saving throws and can consume your poison to heal yourself.

Previous Versions

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