Base Class: Rogue
simply skulking about with knives in the shadows. They understand the need for a diverse arsenal; a tool for every job. To aquire such an arsenal those rogues must spend countless hours of pouring through ancient texts and cutting edge manuscripts; hazard dangerous experiments and grueling training to hone their newfound knowledge and skills. They do not distinguish martial, arcane or alchemical disciplines, for they are all just tools. A means to an end. And they have brought about many ends
Mage Hand Legerdemain
You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Spellcasting
Cantrips At 3rd level, you know 2 cantrips of your choice from the wizard spell list and mage hand. You learn another wizard cantrip of your choice at 10th level. Spellbook At 3rd level, you have a spellbook containing six 1st-level ritual spells of your choice. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard 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 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 Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.
Viper's Fang
At 9th level, you have advantage on all melee attacks against any creature that is Poisoned, and your first melee attack of your turn that hits a poisoned creature is a critical hit if you are within 5 feet of the creature. In addition, creatures that are surprised by you have disadvantage on saving throws against poison until the end of your turn.
Mastery of the Craft
At 13th level, you gain expertise in Poisoner's kit and Alchemist's supplies, both potions and poisons you create have doubled duration (up to 24 hours), and you gain access to a master brewer skill. Degenerative Decoction When you first create a poison, you can choose to change the poison's damage type to either Necrotic or Acid. Liquid Link When a creature drinks a potion you have created, you gain the ability to speak telepathically with them, provided they share one language with you and they stay within 500 feet of you. This communication is unaffected by spells, and spells cannot be cast using this link. Additionally, you can identify any potion or poison you have seen before, and gain advantage on investigation checks to identify its contents. Paralyzing Poisons When a creature you would Poison has immunity to the Poisoned condition, they are instead paralyzed until they take damage or until they succeed a saving throw with a DC equal to the poison's DC. They can repeat this save after each one of their turns. Protective Philter When a creature drinks a potion of healing you have created, they gain temporary hit points equal to 2d10 plus your intelligence
Liquid link
When a creature drinks a potion you have created, you gain the ability to speak telepathically with them, provided they share one language with you and they stay within 500 feet of you. This communication is unaffected by spells, and spells cannot be cast using this link. Additionally, you can identify any potion or poison you have seen before, and gain advantage on investigation checks to identify its contents.
Blight and Benefit.
At 17th level, you have three vials. You can imbue each vial with either a Blight or a Benefit. The vials have one use each, can each be given different effects, and recharge after a long rest. If the vials are destroyed, they reform after a short rest without their charge or long with their charge. Blights: Caustic Kiss: A poison that can be put on a melee weapon, a piece of ammunition, or a trap. The target must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save, the creature is afflicted with an effect. When first imbued, you choose its effect: Paralyzed, Blinded, Poisoned, or Stunned. It can repeat the saving throw at the end of its turn, removing the effect on itself on a success. Blight Veil: A poison that can be thrown or opened, creating a cloud of visible gas of a color based on its effect. The cloud has a ten-foot radius from the point it was released. Any creature that enters the cloud must immediately make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your intelligence modifier. On a failed save the creature is afflicted with an effect. Creatures that are not surprised have advantage on the initial save. When first Imbued, you choose its effect: Blinded (Yellow), Charmed (Pink), Unconcious(Deep Purple), or Frightened (Black). The creature can repeat the saving throw at the end of its turn, ending the effect on a success. The effect also ends if the creature takes damage. Alchemical Cloud: A concoction that creates a fog of magical darkness with a range of fifteen feet when released. The fog is considered total cover and lasts for 1d4 rounds. Any creature in the fog is considered Blinded. When you first imbue the vial, you can choose up to five creatures that are able to see through the fog, and are able to ignore its cover and blindness properties. It cannot be dispelled, but it can be moved. Acid Wave: A tincture that when opened, spills forth a wave of acid in a 15-foot line. If thrown, it has a radius of five feet. Any creature in its range must make a DC 18 Dexterity saving throw or take 4d8 Acid damage and take 2d6 Poison Damage. The creature takes full damages on a failed save, and half on a successful save. Benefits: Acid Armor: A potion that covers the user's skin with translucent green scales. These scales last for 2 rounds and give the user +1 AC for the Duration unless they are wearing heavy armor. Any creature that makes a melee attack against the user takes 1d8 acid damage and suffers a permanent -1 to AC. Any damage from nonmagical ranged weapons is halved, and the user had resistance to acid damage. Protection: The drinker has resistance to one damage type and advantage on saving throws of one stat decided when the vial is imbued: Fire, Cold, Lighting, Acid, Poison. This effect lasts 10 minutes. Silver Tongue: The drinker has advantage on persuasion checks, and can use an action to make a creature make a Charisma saving throw. DC is 10 + your intelligence modifier. On a failure, the target is charmed. The target can repeat the saving throw at the end of its turn. This potion lasts up to an hour. Evaporate: A potion that allows the drinker to turn into a mist form as an action. This form allows them a flying speed of 30 ft, a walking speed of zero and the ability to pass through any passage that air can travel through. You are undetectable by nonmagical means. You are immune to nonmagical weapons, and resistant to all damage except for Psychic damage. This form lasts ten minutes, or until ended as a bonus action. This potion lasts up to an hour, or until the mist form ends
Ritual spellbook
At 3rd level, you have a spellbook containing six 1st-level ritual spells of your choice. Your spellbook is the repository of the spells you know, except your cantrips, which are fixed in your mind
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