Base Class: Rogue
Like an alchemist, you are able to create potions and poisons to aid your friends and hinder your enemies. That is where the similarities end. You are free to specialize in many different effects, both beneficial and detrimental, or for simply recreational purposes. It turns out that you have a talent for making money, and can put that talent to work through the chemicals and compounds you work with every day. Poisons, restoratives, stimulants, depressants, all available for you to play around with. The choice is yours for what to do with them.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in the Alchemist’s Set and Herbalism Kit. You double your proficiency on ability checks made related to these tool sets.
Substance Specialization
When you choose this archetype at 3rd level, you may choose two from Hallucinogens, Stimulants, Steroids, Depressants, Opioids, Restoratives, and Poisons. You can create a number of drugs per day equal to your intelligence modifier + half your rogue level rounded down (with a minimum of 1), but only from the substance categories you’ve chosen to specialize in.
You may choose one additional substance category when you reach 7th and 15th levels.
To create your drugs takes four hours during a long rest, during which time you are allowed to sleep as normal while the substances are left cooking, and 10gp worth of materials for each drug you create. Alternatively, you may spend time harvesting materials, which negates the cost of making your drugs, but increases the time required to create your drugs to the full 8 hours of your long rest. This option gives you one level of exhaustion.You may also spend time while adventuring to collect substances, with your DM’s discretion in regards to what ingredients are available.
You may choose how many of your drugs to create per rest, spending the required gold or time for each drug. You may keep any unused resources that you’ve bought or gathered, for use at another time.
Each substance category has different available effects, and side effects. You may only have one substance and effect active in a single drug, chosen at the time of creation (for example, you can choose to make a blindness poison, or a paralysis poison, but you cannot have both in the same dose of a drug). These effects last a number of hours equal to half of your Rogue level rounded down, unless otherwise stated. These effects do not stack, and a creature cannot be affected by you for more than one use of that same drug, regardless whether or not that creature saved against the effect of the drug in the last 24 hours.
The DC to save against your drugs is as follows:
8 + your Intelligence modifier + your proficiency bonus
Additionally, your drugs have side effects that take effect once the base drug wears off. These side effects last for as long as the base drug would, after the base effect wears off. If the drug has more than one side effect, roll a d6 (unless otherwise stated). On a roll of 3 or lower, you take the first side effect, or a roll of 4 or higher you take the second.
If a target takes enough of a substance (5 of one type within one week), they must make a Constitution saving throw, or become addicted to the drug. The DC to avoid addiction is as follows:
DC = 10+half your Rogue level (rounded down)
If the target saves against the initial addiction, each subsequent use of the drug forces another saving throw until the addiction takes hold. If the target fails the saving throw, they become addicted to the drug, and must continue using the drug every day in order to avoid the withdrawal effects. These effects become increasingly more problematic over the following 5 days after the onset of addiction, if the target does not take the drug again.
The withdrawal effects are listed below:
Shakes (Day 1): You can't seem to keep a steady hold on anything, even yourself. The user has disadvantage on all dexterity checks until the addiction period has ended.
Paranoia (Day 2): Something is stalking you, always watching at every hour and following you at every turn. The user cannot gain the benefits of a short rest until the addiction period has ended.
Irritability (Day 3): Everything is out to ruin your day, and you're sick of it. The user gains the personality flaw, "I'm verbally abusive to everyone that even looks at me funny" until the addiction period has ended.
Nausea (Day 4): It's just a stomach bug, you think. Roll a d6 at the start of the day. On a roll of 3 or higher, the user has disadvantage on Charisma (Persuasion) checks until the addiction period has ended.
Pain (Day 5 (final day)): Everything hurts! The user takes 1 point of nonlethal psychic damage for every hour that the user is conscious for the entirety of the day. This effect is negated if the user is at 0 hit points.
All of these symptoms go away if the target takes more of the drug at any point during the withdrawal period. However, once past the withdrawal period, it becomes easier to fall back into addiction. Typically taking only one or two doses to become addicted again.
You may create a drug or poison as a potion, a tablet, or an injection. As a potion, a drug can be ingested by you or another willing creature as a bonus action, a tablet can be taken by you or another willing creature as a bonus action or dissolved in a liquid to grant its effect to a creature that drinks it; or you may force feed it to a hostile creature as an action during a grapple, and an injection can be used on yourself or another willing creature as a bonus action, on an unwilling creature as an action during a grapple, or with a successful Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check, as a bonus action.
Finally, your drugs only last in their useable state for 12 hours, after which time their effects dilute completely.
Depressants
Grants the target advantage against fear effects; can be used to end a creature's rage, rampage, or berserk.
Hallucinogens
Target becomes incapacitated for a number of rounds equal to your Rogue level, or until damaged.
Opioids
You may may allocate your poisons per day between the following.
Sedatives: Gives a target the incapacitated condition.
Pain relievers: Grants the target resistance to damage.
Side Effects:
Nausea: Gives disadvantage to all Strength, Dexterity and Constitution skill checks and saves for the duration.
Paranoia: The target's worst fears take shape in the form of hallucinations that cannot be disbelieved. The target cannot gain the benefits of a long rest for the duration.
Poisons
You may may allocate your poisons per day between the following.
Health: Target loses a number of hit points equal to your sneak attack damage.
Blindness: Target becomes blind for a number of rounds equal to half your Rogue level rounded down.
Paralysis: Target becomes incapacitated for a number of rounds equal to half your Rogue level rounded down. At the end of each of the affected creature’s turns, they may attempt another save to end the effect.
Restoratives
You may may allocate your poisons per day between the following.
Heal: Target heals a number of hit points equal to your sneak attack damage.
Neutralize Poison: You may cure one poison afflicting a target creature. If more than one type of poison is affecting the target, you may choose which effect you want to cure. You may not choose more than one poison effect per dose of Neutralize Poison.
Cure Disease: You may cure one disease afflicting a target creature. If more than one type of disease is affecting the target, you may choose which one disease you want to cure. You may not choose more than one disease effect per dose of Cure Disease.
Steroids
Grant a temporary +2 bonus to a physical stat, or Intelligence.
Side Effects:
Target gains disadvantage on all Wisdom skill checks, and Persuasion, Deception, and Performance checks.
And
Target gains advantage on Intimidation checks.
Stimulants
Stimulants have two different effects based on different factors affecting the target:
- Grants the user advantage on Perception and Initiative checks, makes the user immune to magical and non magical sleep, and grants the user one additional reaction per round for the duration, or;
- Alleviates one level of exhaustion if the user already has one or more levels of exhaustion. This replaces all other effects of this drug when applicable.
In either case, a stimulant causes one level of exhaustion when the effect wears off. If the user already had one or more levels of exhaustion, they gain one additional level.
Tolerance
Starting at 9th level, you can not be unwillingly affected by substances that you have chosen to specialize in, and gain advantage on saves vs poison.
Produce Inhalant
At 13th level, you can make your drugs into inhalants by taking an extra hour of work for each drug you wish to turn into an inhalant during your long rest. You may make a maximum of half of your Intelligence modifier worth of drugs into inhalants.
Inhalants are much harder to resist. Any creature that breathes within 5 feet of the inhalant must make their Constitution save with disadvantage, or suffer (or benefit from) the drug's effects.
Creating more than two inhalants grants you one level of exhaustion, regardless of the number of drugs you have made for that day.
Overdose
At 17th level, you have learned how to mix a deadly cocktail of substances into one lethal drug that must be injected into a target. Make an attack roll against a target. On a hit the target takes 1d4 + your sneak attack damage (if applicable), and is injected with the concoction. The target must then make a Constitution saving throw against your poison save DC. On a failure, the target immediately loses half of its hit point maximum, is stunned for 1 round, and has disadvantage on any saves for a number of hours up to half of your rogue level rounded down. On a successful save, the target loses its hit point maximum equal to your maximum sneak attack damage. These effects end after 1 day
Inversely, you have gained the knowledge to create a miracle restorative. You may inject yourself or an ally of yours with this drug, which heals the target for your sneak attack damage, grants the target half of their hit point maximum in temporary hit points, and makes them resistant to all damage. If they are already resistant to a physical damage type (Bludgeoning, Piercing, Slashing), they become immune to that damage for the duration, however they cannot gain this immunity if the source of their resistance originates from your other drugs.
You may only use one Overdose per day.
Previous Versions
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