Rogue
Base Class: Rogue

Tempest Rogues are unpredictable alchemists specializing in concocting volatile brews that bring even more chaos to the battlefield. Once part of a renowned order of alchemists, they grew wary of sitting within their laboratories opting to test their most insane brews in the field. With unmatched dexterity, intelligence bordering on the fringes of insanity, and the gaudiness of the strongest fighters, these alchemical geniuses are a force of chaos within any skirmish. 

Alchemical Advancement:

You gain proficiency with the herbalism kit and the ability to brew potions if you do not already have it. You also gain access to an Alchemy Jug, which produces three flasks of tempest-specific tonics each day. These tonics spoil if not used within 24 hours, and the jug must be cleaned before it can produce more. When brewing potions (excluding tempest tonics), you require only half the usual materials and time.  

Botanical Expertise

Your extensive knowledge of plants allows you to harvest resources more efficiently. You gain proficiency in the Nature and Survival skills. Additionally, once per long rest, you can double the amount of usable materials gathered from harvesting plants.

Splash!

At 3rd level, you can harness alchemy to create controlled chaos on the battlefield. As a bonus action, you can smash a flask onto yourself, immediately gaining its effects. This ability does not work with healing potions. Creatures within 10 feet of you must succeed on a Dexterity saving throw against your Tonic save DC or be affected. Allies can choose to fail this saving throw.

Tonic save DC = 8 + your proficiency bonus + your Dexterity modifier.

(NOTE: This includes both negative and positive potions/poisons/tonics so you may not want to smash a potion of speed in that horde of minions!)

Specialized Tonic: Frost Flask

You learn to craft the Frost Flask. Creating three doses of this tonic requires 35 gp of materials and 5 gp for specialized flasks.

When smashed, creatures of your size or smaller within 10 feet must succeed on a Dexterity saving throw against your Tonic save DC or be incapacitated until the end of their next turn. While this tonic is active, you gain a +2 bonus to AC for 1d4 rounds.

Only one specialized tonic can be active at a time.

Chaotic Flash

Your alchemical chaos unnerves your enemies. Creatures have disadvantage on saving throws against your tonics. Additionally, when a creature fails its saving throw against a specialized tonic, your next attack against it before the end of your turn has advantage.

Specialized Tonic: Fire Flask

At 9th level, you learn to craft the Fire Flask. Creating three doses of this tonic requires 50 gp of materials and 10 gp for specialized flasks.

When smashed, creatures within 10 feet must succeed on a Dexterity saving throw against your Tonic save DC or take 2d6 fire damage and have disadvantage on attack rolls against you for the tonic's duration. On a successful save, creatures take half damage and suffer no other effects.

Additionally, creatures starting their turn or moving within 5 feet of you must make a Dexterity saving throw or take 1d6 fire damage. This tonic lasts 1d4 rounds.

Only one specialized tonic can be active at a time.

Chasing the Storm

When the effects of a specialized tonic end, you can immediately use another specialized tonic. Roll twice for the duration of the new tonic and take the higher result.

Killer Alchemy

Your refined recipes enhance the potency of your tonics. When rolling for the duration of a specialized tonic, use 1d6 instead of 1d4.

  • The Frost Flask now provides a +3 bonus to AC.
  • The Fire Flask's initial damage increases to 6d6, and proximity damage increases to 3d6.

Specialized Tonic: Lightning Flask

You learn to craft the Lightning Flask. Creating one dose of this tonic requires 100 gp of materials and 25 gp for a specialized flask.

When smashed, creatures within 10 feet must make a Dexterity saving throw against your Tonic save DC. On a failure, they are paralyzed until the end of their next turn. On a success, they are blinded for the same duration. Creatures within 20 feet must also make the saving throw, becoming blinded on a failure.

While this tonic is active, you can take an additional action on each of your turns. This action can only be used to Attack (one weapon attack only), Dash, or Disengage. However, if you interact with water while this tonic is active, you take 4d6 lightning damage. This tonic lasts 1d4 rounds.

Only one specialized tonic can be active at a time.

Organized Chaos

Your allies can benefit from your specialized tonics. An ally within 10 feet of you can use their reaction to gain the tonic's benefits. The effects on allies last for half the tonic's duration on yourself (minimum of 1 round).

Additionally, enemies can only be affected by one tonic's effects at a time, prioritizing the tonic applied by the closest creature.

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