Rogue
Base Class: Rogue

Masters of chemistry, alchemists use mixtures of complex chemicals to create a variety of effects. Alchemists, due to their long study of chemical properties, have similar aspects to wizards:

1. They're often eccentric and are commonly socially awkward.

2. They're often very intelligent.

 

Quick concoction

Starting at 3rd level, you can spend one action to quickly mix a concoction to do either acid damage, fire damage, cold damage or healing and throw it. The throw reaches up to 60ft, it acts as a ranged attack (as such, you use your dexterity bonus for the attack bonus) you are proficient with this attack and add your proficiency bonus to your attack bonus. Before you throw it, you must roll an intelligence check to mix the potion.

The concoction does not deal sneak attack damage.

1d20+int bonus | effect

1-2         | The mixing backfires, dealing 1d4 damage to the mixer.

3-4         | The mixing was inaccurate, doing 1d4 of the desired effect.

5-6          | The mixing was accurate, doing 1d6 of the desired effect.

7-8          | The mixing was a minor success, doing 1d6 + rogue level of the desired effect.

9-10         | The mixing was a success, doing 1d6 + int bonus of the desired effect.

11-12      | The mixing was a major success, doing 1d6 + rogue level + int bonus of the desired effect.

13-14       | The mixing was brilliant, doing 1d8 of the desired effect.

15-16       | The mixing was a stroke of genius, doing 1d10 of the desired effect.

16-17       | The mixing was masterful, doing 1d10 + int bonus of the desired effect.

18-19       | The mixing was a breakthrough, doing 1d12+rogue level of the desired effect.  

20+          | The mixing was perfection, doing 2d6+rogue level of the desired effect+int bonus of the desired effect.

Prepared concoction

When you choose this archetype at 3rd level, you gain the ability to prepare a single weak concoction doing 1d4 of the desired effect. This process always succeeds and takes one short rest.

The concoction can be thrown as a bonus action, has the same attack bonus as a quick concoction and does not get bonus damage from a sneak attack.

Glass shards

At 9th level, an alchemist starts utilising all aspects of their concoction. If a creature is directly hit with a quick concoction, glass shards can dig into them. The alchemist's sneak attack damage can now be added to a damaging concoction if the alchemist would already otherwise get a sneak attack. 

This cannot be used with a healing concoction.

Longer throw

Starting at 13th level, you can throw any concoction up to 120ft.

Chemical splash

Starting at 17th level, you can focus on making an extra large concoctions by sacrificing your movement. These extra large concoctions splash in a radius of 5ft the desired effect acts on everyone in the splash radius. On a turn when this type of concoction is made, your movement is reduced to 5ft.

An extra large concoction does not deal sneak attack damage.

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2018 3:42:45 AM
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8
1
Coming Soon
8/13/2019 11:19:06 PM
2167
21
1.5
Coming Soon

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