Base Class: Rogue
In science, it is stated that chemistry is not simple the art of mixing things together or creating unexpected results with little or high chance of failure. But now, you can do both of those things. (NOTE: True Concoction is not yet finished, as you can see. If you have a suggestion, leave it below and I might put it on.)
Volatile Mixture
Starting at 3rd Level, you have learned the art of chemistry to create a liquid substance with little understanding of the after effects. As an action, you can use your Alchemist's Supplies to create a chemical concoction with surrounding plants and specimens. Roll 2d12, determining the roll for the damage type and dice for the concoction(in that order). Once you have created the substance, you can either keep it on your person for later use, or use your bonus action to give it to an allied creature or throw it at a creature within 30 feet of you, making a ranged attack on them and applying the damage on a hit. If it misses, then it fizzles on the floor. Once you make the substance, you have one hour to use it, otherwise its effects will weaken, halving the damage dealt. If you don't have proficiency with Alchemist's Supplies, then the substance will automatically weaken once it's made.
| d12 | Damage Type | Damage Dice |
|---|---|---|
| 1 | Fire | 1d4 |
| 2 | Cold | 1d6 |
| 3 | Lightning | 1d8 |
| 4 | Piercing | 1d10 |
| 5 | Bludgeoning | 1d12 |
| 6 | Slashing | 1d20 |
| 7 | Acid | 2d4 |
| 8 | Poison | 2d6 |
| 9 | Thunder | 2d8 |
| 10 | Force | 2d10 |
| 11 | Radiant | 2d12 |
| 12 | Necrotic | 2d20 |
Improved Chemistry
At 9th Level, if you have proficiency with Alchemist's Supplies, Volatile Mixtures you make no longer weaken after 1 hour. If you don't, then mixtures you make weaken after 2 hours instead of instantly weakening.
Weaponized Alchemy
Also at 9th Level, you learn how to use your mixtures in more ways than one. As a bonus action, you can douse a weapon you or an allied creature is holding with a Volatile Mixture to give it more power, giving it an extra amount of damage equal to the mixture's damage, though it doesn't give its additional effect.
Reactive Acid
At 13th Level, you learn how to get back at your attackers if you get hurt. If you or an allied creature within 30 feet of you take damage, you can use your reaction to quickly make an acidic potion with your alchemist's supplies, throwing it at either you, an allied creature, or a hostile creature. If thrown at you or an ally, you/they regain 1d20 hit points. If thrown at an enemy, they take 1d20 acid damage. This damage ignores resistance and immunity to acid damage. You can't use this feature if you don't have proficiency with alchemist's supplies.
True Concoction
At 17th Level, you've learned the art mixing random things together in hopes of making something more. As an action, you can mix together multiple and random concoctions, creating a unique potion at random. Roll a d100 to determine the kind of potion it is. Once you do, you can either keep it for later use, give it to an ally, or use a bonus action to drink it.
Each potion has a duration of 24 hours, but can also be removed during a long rest or with Dispel Magic. You can only make 1 True Concoction per long rest and can only be affected by 1 concoction at a time. Taking a second one will counteract with the first, negating and ending the duration of both potions.
| d100 | Potion Effect | d100 | Potion Effect |
|---|---|---|---|
| 01 | Human Heart: Your race becomes Human. If you are already human, then you gain 2d10 temporary hit points instead. | 51 | Advanced Regeneration: You regain 2d10 hit points every minute and become immune to all conditions, except petrification and exhaustion. You cannot regain hit points from any other sources, except a long rest. |
| 02 | 52 | ||
| 03 | 53 | ||
| 04 | 54 | Hyena's Laughter: You Polymorph into a Hyena, and each time you or an allied creature fails an attack roll, you become affected by Hideous Laughter for 1 minute. | |
| 05 | 55 | ||
| 06 | 56 | ||
| 07 | 57 | ||
| 08 | Superior Growth: You grow one size larger and your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma increase by 1. | 58 | |
| 09 | 59 | ||
| 10 | 60 | ||
| 11 | 61 | ||
| 12 | Moon's Embrace: You become infected with Werewolf Lycanthropy and regain 1d10 hit points every minute. | 62 | |
| 13 | 63 | Skunk Gas: You grow a skunk tail, allowing you to cast Stinking Cloud at its lowest level at will without the use of a spell slot. Also, creatures that end their turn within 30 feet of you become incapacitated until the end of their next turn. | |
| 14 | 64 | Mystical Eye: You grow a magical third eye at the center of your forehead, making you automatically succeed in Wisdom(Perception and Insight) checks. You can also cast Detect Thoughts at will. | |
| 15 | 65 | ||
| 16 | 66 | ||
| 17 | 67 | ||
| 18 | 68 | ||
| 19 | Dragon's Frost: You gain the ability to breathe ice in a 15-foot cone in front of you as an action. Each creature in the area must make a DC13 Constitution save, or take 3d6 cold damage, and half on a success. | 69 | Dragon's Flame: You gain the ability to breathe fire in a 5 by 30-foot line in front of you as an action. Each creature in the area must make a DC13 Constitution save, or take 3d6 fire damage, and half on a success. |
| 20 | 70 | ||
| 21 | 71 | ||
| 22 | 72 | Gender Swap: Your gender reverses. If you become male, your Strength and Constitution increase by 1 but your Dexterity and Charisma decrease by 1. If you become female, your Dexterity and Charisma increase by 1 but your Strength and Constitution decrease by 1. | |
| 23 | 73 | ||
| 24 | 74 | ||
| 25 | Orcish Rage: Your hair, skin, and eye color become green. In addition, your Strength and Constitution increase by 3, but your Intelligence and Charisma decrease by 2. | 75 | Understandable Truth: You learn every language there is to learn, but you cannot deliberately speak a lie and must answer a question if ask one. |
| 26 | Rabbit Feet: Your legs transform into a pair of rabbit legs, reducing your walking speed by half(rounded down) and doubling the distance of your long and high jump. You are also under the effect of Feather Fall. | 76 | Lover's Sight: Your eyes start to glow a pink aura, causing whoever makes eye contact with you to be instantly charmed. A creature charmed by this effect tries to the best of their ability to do whatever you ask them, as long as it doesn't inflict harm on them. |
| 27 | 77 | ||
| 28 | 78 | ||
| 29 | 79 | ||
| 30 | Extra Arms: You gain an extra set of arms, allowing you to hold up to 4 one-handed items or 2 two-handed items at once, though you are unable to wear clothes or armor that doesn't accommodate having multiple arms. | 80 | Good Luck: You have a stroke of good luck, adding +3 to all saving throws, ability checks, and attack rolls you make. |
| 31 | Living Lantern: You glow a bright light in a 30-foot radius and a dim light for an additional 30 feet. If you are touching a creature, then they glow the same amount of brightness for as long as you're touching them. | 81 | |
| 32 | 82 | ||
| 33 | 83 | ||
| 34 | 84 | ||
| 35 | 85 | Stone Skin: Your skin becomes that of an Earth Elemental's, increasing your Constitution by 10, up to a maximum of 30, but lowering your Dexterity by 5. You also gain resistance to bludgeoning, piercing, and slashing damage. | |
| 36 | Split Decision: Your maximum hit points is cut in half, and a clone of you is magically created 5 feet next to you. This clone has the same statistics as you but has the opposite alignment and personality. | 86 | |
| 37 | 87 | ||
| 38 | Fog Body: You are under the effect of Gaseous Cloud, though you are still able to cast spells. You also cannot walk or fly, but you can cast Misty Step at will without the use of a spell slot. | 88 | |
| 39 | Burning Resistance: You gain immunity to fire damage but become weak to cold damage. | 89 | |
| 40 | Freezing Resistance: You gain immunity to cold damage but become weak to fire damage. | 90 | |
| 41 | Aquatic Metamorphosis: You gain the ability to breath underwater and you gain swimming speed equal to your walking speed, but you have to drink water every hour or take 3d10 damage every minute. | 91 | |
| 42 | 92 | ||
| 43 | 93 | ||
| 44 | 94 | ||
| 45 | 95 | ||
| 46 | 96 | ||
| 47 | 97 | ||
| 48 | 98 | ||
| 49 | 99 | Death Wish: You take 10d10 necrotic damage. This ignores resistance and immunity to necrotic damage, and if you die from this damage, you become a zombie 1 minute after you die and attack whatever creature you can see that is closest to you. | |
| 50 | 100 | The Undying: You cannot be reduced to 0 hit points by any means, and anything that would instantly kill you drops you to 1 hit point instead. Once you are reduced to 1 hit point, the duration ends. |