Base Class: Rogue
Alchemical Inventors are usually smelled before they are seen, thanks to the apothecary’s store of chemicals and poisons they carry. These chemists often sport mottled and discolored scales or skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their reckless experiments.
Alchemical Inventors can be a great boon to their group, but at a cost. Not only do they require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many lives, but the destruction caused by an experiment gone awry can be terrible.
Apothecary
When you choose this archetype at 3rd level, as a bonus action you can select one of the following damage types: acid, cold, or fire. Until you use this action again, you have resistance to the chosen damage type. Additionally, you are now proficient with a poisoner’s kit.
Weapon Invention
Starting at 3rd level, you gain the ability to create disgusting inventions and apply them in battle, You use one of the following options (roll a d8 or choose one); You can use each one no more than once per day:
Alchemical Protection
At 9th level, you can use a bonus action on your turn to chooses up to six allied creatures within 10 feet. And release alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, you can grant resistance to the damage type currently in effect from your Apothecary trait. Once you do so, you can’t use this feature again until you finish a short or long rest.
Explosive Flask
Starting at 13th level, you can use an action on your turn to throw a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, you can deal the damage type currently in effect with your Apothecary trait. You can’t use this feature again until you finish a short or long rest.
Inspiriting Tactics
Beginning at 17th level, your mastery over your inventions have made you a powerful combatant, you have advantage on an any attack roll, saving throw or ability check, if at least one of your inventions is active.
