Base Class: Rogue
You know a lot about chemical processes.
Chemist
At 3rd level, you learn how to analyze an brew chemical concoctions. You are proficient with alchemist's supplies, the herbalism kit and the poisoners kit.
When you gain another two expertises at 6th level, these tool proficiencies are also options to apply expertise to.
Reagent
Your sticky fingers know how to handle liquids at 3rd level. For your cunning action you can also use a bonus action to apply or drink a potion, poison or oil. Feeding it to someone else still costs an action.
Catalyst
You have a chemical pool of d6s equal to your sneak attack damage (or half your rogue level rounded up). You can expend any number of these dice (but no more than your intelligence modifier) to do one of the following:
- When you landed an attack you can roll the chemical dice and add it to the damage. The type is poison or acid. If it was a sneak attack you can have the sneak attack damage be the same type.
- When you landed an attack you can force the creature to make a constitution check or become poisoned for a minute. The DC equals 10 + what you rolled on your chemical dice.
- As an action you can heal a creature within 5 ft of you for an amount equal to your roll of the chemical dice + your intelligence modifier.
The expended dice are gone regardless of whether they had an effect. You regain all dice after you finish a long rest.
Experimental Elixirs
At 9th level, your chemical flask can have more extraordinary effects. You learn the Acid splash cantrip. Additionally you can expend 2 chemical dice to cast a spell (at their base level). Choose one of the spell lists from below.
Abjurer
You use your knowledge of the body to bolster it's abilities. You learn expeditious retreat, jump, longstrider, enhance ability, lesser restoration
Enchanter
You use your knowledge of hormones to affect people. You learnheroism, charm person, tasha's hideous laughter, phantasmal force, zone of truth
Tranmuter
You use your concoctions to change the environment. You know: color spray, fog cloud, grease, darkness, web
Improved potency
At 13th level, your body has adapted to working with toxins and toxic foes. You gain resistance to poison and acid damage and become immune to the poisoned condition.
Additionally, you ignore resistance to poison and acid damage and you have advantage on attack rolls against creatures with the poisoned condition (which can be used to justify a sneak attack).
Distilled
You have become so efficient at 17th level that you gain the following benefits:
- Making poison or potions only costs you half the time and materials to make.
- The effect of potions you drink or are made by you have either double the duration or double the dice
- You regain all your chemical dice on a short rest
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