Rogue
Base Class: Rogue

Do you seek to harness the powers of quicksilver?

Inject yourself with a crystal syringe of pure mercury, imbued with the magic of a vampiric construct.. Let this powerful metal flow through your veins to discover mysteriously intriguing effects. Your heart and mind are strengthened by your addiction to this strange material.

Quicksilver injection

When you take this subclass at 3rd level you are gifted the mavericks crystal syringe, a wondrous tool used for alchemical injections. 

Mercury Manifest
You have discovered the ability to call upon the essence of quicksilver to fill an empty vial you are holding. This gives your one quicksilver vial charge. You may use this ability once per long rest. The charges last indefinitely but you can have no more that 3 vial charges at any time. 

Quick shot: as a bonus action, you can inject a vial of pure quicksilver using the mavericks crystal syringe, giving you advantage on your next attack roll. This can only be done if you have a quicksilver vial charge.

QuickSilver Concoction

At 5th level you discover that by mixing additional material components with a quicksilver vial you have created. You can make strong Injectable concoctions. creating a concoction take 1 hour of concentration (this can be completed during a short rest) and can only be done once a day. Created concoction vial last until they are used. Only one vial can be carried at any time. At 9th level you can carry 2 vials, and 3 at 14th level.

Every time you inject a quicksilver concoction you must make a dc10 constitution saving throw. On failure you take 1d6 but still retain the effects of the concoction, you then take an additional 1d6 poison damage at the beginning of your next turn.

For a bonus action you can put a concoction vial into your crystal syringe, then you can use a bonus action to inject it. You can keep one vial stored in your crystal syringe at a time.

concoctions:

Swiftness: for 10 minutes, Your movement is increased by 30 feet. Combine one drop of blood from a companion with a quicksilver vial to make this concoction. 

Puncture:for 10 minutes, your sneak attacks deal an additional 1d6 piercing damage. Combine one drop of blood from a beast with a quicksilver vial to make this concoction.

Transmutation: you turn into an amorphous blob of quicksilver for 10 minutes, or until you lose 10 or more hit points. you cannot attack while in this form. While you are in this form, you can fit through any crack, crevice or hole. Combine one gold piece, with a quicksilver vial to make this concoction.

Advanced injections

At 9th level through your alchemical experimentation, you have discovered 3 new QuickSilver concoctions. You also no longer have to make a constitution saving throw when injecting a concoction.

Guile: for 10 minute, you become invisible and silent. Each time you make a sneak attack, you must make a DC15 stealth check without advantage, if you succeed, the effect continues. If you fail, the effect ends.

combat one platinum piece, and a single drop of blood from a fey creature with a quicksilver vial to create this concoction.

Vampiric Puncture: for 10 minutes, your sneak attacks deal an additional 1d12 piercing damage, enemies hit by this attack must make a DC15 constitution saving throw. on a failure, you are healed hit points equal to half of the damage dealt.

Combine one ruby, and a single drop of oil from a construct with a quicksilver vial to create this concoction.

Perseverance: if you are brought below 0 hit points, you are instead brought to 1 hit-point and cannot be targeted until the end of your next turn.

Combine one diamond, and a single drop of blood from a legendary creature with a quicksilver vial to create this concoction.

Perfected Injection

Starting at 14th level, you can have two concoctions in your inventory And when you use a concoction you gain 1d8 temporary hit points.

Once every 3 days granted you have an empty vial, you can combine two concoctions. Giving you a new concoction with the effects of both. The guile, boldness, and perseverance concoctions cannot be combined in this way.

Divine injection

 

When you reach 17th level the divine vampiric energy within your crystal syringe reals its true power. 

Combine one platinum piece, one diamond worth 100gp, and one drop of blood from a divine source with a quicksilver vial to create this concoction, you can make only one of these concoctions, but its effects will be felt for a lifetime. 

Apparition: for 10 minutes, once a day you can transform into a gaseous cloud of pure quicksilver. 

•As a bonus action or a reaction, you can teleport to an unoccupied space within 60 feet of you. In the spot you teleported from, you leave a cloud of poison gas that covers a 10ft sphere and lasts for 1round and deals 1d12 poison damage to enemies within, and an additional 1d12 if they exit the cloud. 

•As an action you can target one creature and attack for 4d6 poison damage, the target must make a constitution saving throw, the DC is equal to the damage dealt. If they fail, they are poisoned for 5turns. 

 

Phantom: once a day, for ten minutes, you can become silent and invisible, and no action can break this effect. 

•You automatically succeed any stealth checks, unless a creature has true sight or can see through invisibility, in which case you have advantage on the stealth check. 

•Your sneak attacks deal an additional 1d12 piercing damage. 

•For every 10 damage you deal with a sneak attack, you may roll an additional 1d8 and add it to the damage total. 

•Any creature hit with your sneak attack must make a DC 18 constitution saving throw, on a failure they are petrified for 1 turn. 

 

Zealot: For 10 minutes, once a day you can let the Vampiric essence take your body. 

•Your form becomes incorporeal and undying, you can pass through walls, objects, and creatures as if they were difficult terrain. 

•When you activate this effect, you gain 5d10 temporary hit points. 

•Each time you attack or receive damage you gain 1d6 temporary hit points 

•You may add any number of your temporary hit points to your damage or attack rolls. (This is dealt as necrotic damage) 

 

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