Base Class: Rogue
Trained in the creation of various potions and poisons, Alchemists support their allies from afar while poisoning their enemies. Able to create potions and poisons that can be absorbed rather than ingested, they can apply their creations to multiple people with a single dose from afar. And they can made into crossbow bolts or arrow heads.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the herbalism kit, alchemist's supplies, and the poisoner’s kit.
Alchemy
Starting at 3rd level, you are at your deadliest when you are fighting foes that are poisoned or under any effects caused by your creations. You have advantage on all attack rolls against poisoned enemies and enemies that are suffering the effects of your creations.
You can also now create potions and poisons. Making a potion or poison takes an hour of work and the use of the proper reagents/gold cost.
Absorbed Potions
Starting at 9th level, you can create potions and poisons that are absorbed. Now when you make new potions and poisons you can choose if they are ingested or absorbed. Absorbed potions help or hinder any targets within range when the vials are broken, but are less effective than your typical ingested potion/poison. When thrown these potions/poisons affect everyone within 5 feet of where they land, and everyone has to make a dexterity save to take half damage/healing. You can choose to fail the save, taking the full amount of damage or healing done.
These can made as sling ammo to be thrown for further distances.
The dexterity saving throw is 8 + int + proficiency. If you have expertise with the tool used to create the potion or poison, double your proficiency bonus when calculating the DC.
Injections
At 13th level, you gain the ability to create potions and poisons that work when injected. These are more potent variants on both the ingested and absorbed potions, and both can be made to be injected instead and they can be made into darts, arrows and crossbow bolts. When turned into ranged ammunition they do a single point of piercing damage but the target automatically fails any save related to the potion/poison. This damage is also doubled by critical hit.
If an absorbed potion/poison is turned into ammo they also break on hit, affecting any creature within 5" of the target on the same side that the shot hit (ex. if you shoot an enemy in the front, any creature behind the target is not affected, but any creature to the left or right is also affected.) These targets have advantage on the saving throw to avoid the effects of the potion/poison.
Master Alchemist
Starting at 17th level, you become a master of alchemy. You have found a way to increase the potency of your creations by making it easier for your allies to get the positives while avoiding the negatives of them, while making it harder for your foes to reap the benefits and avoid the consequences. Yourself and your allies have advantage on all saving throws related to your creations, and your enemies have disadvantage on all saving throws related to them.
Additionally your mastery over poison has allowed you to avoid getting poisoned as easily. You have resistance to poison damage, and are immune to the poisoned condition.
Previous Versions
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