Base Class: Rogue
The chemist relies on the use of potent poisons to slow, harm and even paralyze their foes leaving them open for even more devastating attacks. Introducing a completely unique way to use the sneak attack feature; the chemist is the master of all things virulent. Having a better understanding of how their poisons can and will ravage their foes bodies.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the alchemy kit and the poisoner's kit.
Poison Crafting
Starting at 3rd level, you have trained and begun to master the art of creating deadly poisons. When you deal sneak attack damage to a creature you can decide for the damage to be poison damage instead of the damage of the weapon used.
Potent Poisons
Starting at 9th level, as your skills with poison become more fine tuned you gain a better understanding of their effects on the body. You gain resistance to poison damage and have advantage on saving throws against the poison condition. Additionally, as a bonus action you can apply an even more potent poison to your weapons and ammunition. The next time a creature is hit with your sneak attack after applying this potent poison it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the creature is poisoned. The creature can remake the saving throw at the end of each of their turns. On a successful save, the poison fades and they are immune to the effects of the potent poison.
Sluggish Movement
Starting at 13th level, you have learned to notice the sluggish movements that your poisons have on creatures. As a bonus action you can focus on the slow movements of creatures under the effects of your Potent poison to give yourself advantage on your next attack roll against them.
Greater Potency
Starting at 17th level, you have mastered the art of creating poisons and understanding everything there is to know about their effects on the body. You are now immune to poison damage. Additionally, your poison has reached peak potency. Whenever you hit a creature with your potent poison and they fail the saving throw they are instead paralyzed until the end of your next turn. All other effects of the potent poison take effect then after.
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