Rogue
Base Class: Rogue

Rather than knifes and swords, you prefer to use potions and poisons to get rid of your foes. Alchemist rogues specialize in creating cocktails of poisons, powerful potions, and other alternative routes of killing enemies. 

Master of Potions and Poisons

You gain proficiency in Alchemist's supplies and Poisoner's Kit. When making skill checks in regards to potions, poisons, or alchemy related matters roll with advantage.

With an Alchemist's supplies you are able to craft any non healing potion. It costs you half the normal cost of the potion and 1 day of down time for every 50G in remaining price. 

Poison Resistance

Due to constantly being around poisons you have resistance from poison damage.

Chemical Warfare

Your knowledge of volatile material allows you to create explosives on the fly and apply poisons/acid to your weapons.

As an action you may craft a Alchemist Bomb and throw it at a target location within 30 ft. Any creature within a 10ft radius must make a Dex saving throw (8 + Dex mod + proficiency bonus) . On a fail the creature takes your sneak attack damage as either Poison or Acid damage or none on a success. You must declare the type of damage when making the attack, and if you have advantage on the attack the target takes half damage on a success.

Alchemist Fire

You have learned to imbue your Alchemist Bombs with Alchemist Fire.

Once per long rest you can use your Alchemist Bombs and deal double sneak attack damage. Additionally any object within 30ft is instantly caught on fire and the fire will spread at a rate of 15 feet per turn.  Anyone who enters the space of something on fire or starts their turn within Alchemist Fire takes 1d6 damage.

Crazy Bombs

At 13th level, you gain the ability to infuse your bombs with all manor of substances. You can use your bonus action to infuse your Alchemist Bomb with a potion and any target that fails their saving throw will also have the effect of the potion applied to them. 

You are also able to imbue your next weapon attack with the effect of a potion. If you hit the target they must succeed a Const saving throw (8 + Proficiency Bonus + Dex Modifier) or have the effect of the potion applied to them. 

Perfect Potion

At 17th level, you gain the ability to create the perfect version of potions. 

You are only able to carry two perfect potion around with you at a time but when you use said potion you gain the following benefits when in ingest it.

  • Triple the length of the potion up to 24 hours. 
  • Double the effect that the potion causes, if it is unclear what double the effect would be please consult your DM. (For example double potion of speak with animals may also do the effects of animal friendship). 

Previous Versions

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