Rogue
Base Class: Rogue

Alchemy is, at it's core, is a search for truth, the true nature of the material. A wizard of the alchemist subclass is an expert at transmuting materials and combining reagents to magical effect, using their creations to give life and to leech it away. Some may be healers, pursuing their art to help the sick, others may have more selfish goals, aiming to purify and preserve their own mind and flesh at any cost. Regardless of their reasons, all alchemists seek one thing: Alkahest, the universal solvent. They work to distill material essence into the most potent of concoctions, until they find the single, immutable truth.

***Credit to nomophobic, ChalupaXIII, ASCIItar, Noobonwheels, victor_sama, Reconzebra, and ChaseKirkwood for the content making up this subclass***

Alchemist Initiate

When you adopt this subclass at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Level 3: Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Prestidigitation and two other cantrips of your choice from the wizard or artificer spell list. You learn another wizard or artificer cantrip of your choice at 10th level.

Spell Slots

Rogue Level Spells

3rd

Healing Word, Ray of Sickness

5th

Melf's Acid Arrow, Mass Healing Word

9th

Fireball, Mass Healing Word

13th

Blight, Death Ward 

17th

Cloudkill, Raise Dead

 

The Maverick Alchemist Spellcasting table shows how many spell slots you have to cast your wizard or artificer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the transmutation or conjuration spells on the wizard or artificer spell list.

The Spells Known column of the Maverick Alchemist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or conjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard or artificer spells you know with another spell of your choice from the wizard or artificer spell list. The new spell must be of a level for which you have spell slots, and it must be a transmutation or conjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard or artificer spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard or artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Level 3: Alchemical Formulas

Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when the elixir is applied using one of the five methods of application. As an action, a creature can drink the elixir, administer it to an incapacitated creature, or throw it at an enemy target. Consuming a healing potion as an action restores the maximum number of points of healing given by the potion, consuming a healing potion of a bonus action requires a roll to determine the number of points of healing awarded.

Targets affected by the potion must make a Constitution saving throw against your spell save DC.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

Link to Potion Description Information:  https://docs.google.com/document/d/1lqleO5LMpKieS4gtAFGJtOipvbUJASKRGKdJ_EHSxFs/edit?usp=sharing

Roll Potion
1 Potion of Climbing
2 Potion of Healing
3 Potion of Watchful Rest
4 Bottled Breath
5 Oil of Slipperiness
6 Vial of Acid
7 Alchemist's Fire
8 Potion of Advantage
9 Philter of Love
10 Potion of Dragon's Breath
11 Potion of Healing
12 Potion of Growth
13 Potion of Poison
14 Potion of Polychromy
15 Potion of Psionic Fortitude
16 Potion of Resistance
17 Potion of Water Breathing
18 Elixir of Health
19 Oil of Etherealness
20 Potion of Rejuvenation
21 Potion of Clairvoyance
22 Potion of Diminution
23 Potion of Gaseous Form
24 Potion of Heroism
25 Poison of Disadvantage
26 Potion of Lost Favor
27 Potion of Mind Reading
28 Oil of Sharpness
29 Potion of Flying
30 Potion of Invisibility
31 Potion of Speed
32 Potion of Vitality
33 Poison of Paralysis
34 Potion of Invulnerability
35 Poison of Aqueous Form
36 Potion of Involuntary Transposition
37 Poison of Lost Reaction
38 Potion of Speed
39 Potion of Maximum Power
40 Potion of Possibility
41 Dogpile Bile
42 Smoke Bomb
43 Drawback Draught
44 Mana Mixture
45 Bottled Thunder
46 Poison of Blindness or Deafness
47 Smelling Salts
48 Philter of Inspiration
49 Potion of Transformation
50 Meal Substitute

Level 3: Method of Application

Alchemists have a variety of methods in which they are able to deliver their creations in the field. 

Container Effect
Bottle or Flask The dose is in liquid form and can be consumed as an action or a bonus action.
Bag or Bowl The dose exists in powdered form, and can be used as an action, blown forward in a 5x10 cone.
Vial The dose is in an aromatic liquid form which can be thrown by hand or sling as an action, shattering the container and deploying its effects to all entities, friend or foe in a 5-foot radius.
Tincture, Ointment, or Salve The dose is in a viscous form that can be applied to the skin of oneself or another as an action.
Hypodermic Syringe The dose is in liquid form that is injected into a target as an action by hand, blowgun or crossbow.

Level 9: Proficient Potion Maker

At 9th level, creating mixtures with an alchemy kit takes half the normal time. Potions created by you add your proficiency bonus to their damage and healing. You have advantage when trying to identify the chemical makeup of an object.

Crackerjack Compositions

Additionally, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Level 13: Restorative Reagents

Starting at 13th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 17: Expert Alchemist

By 17th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell, and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.

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