Rogue
Base Class: Rogue

Alchemical Assassin

These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm.

 

Alchemical Genius

When you choose this archetype at 3rd level, you gain the knowledge and ability to craft and use elemental flasks to enhance yourself in battle, you must make or acquire a flask suitable for each of the elements you are proficient with. You have 3 elemental flasks at your disposal, as a bonus action you can coat yourself in one of the elemental elixirs and grant yourself bonuses based on the element you have chosen:

Flask of Frost

You coat yourself in an icy skin, granting a +2 to your AC as well as resistance to fire damage. Additionally when you are hit by a melee attack, the attacker must succeed on a wisdom saving throw (DC17) or become frozen. A creature frozen in this manner has its movement speed reduced by 10 feet and has disadvantage on all ability checks, attack rolls and saving throws for one minute.

Flask of Fire

You coat yourself in flames that grant you resistance to cold damage and spur you to action. For one minute you are able to take two actions on your turn, additionally all your melee attacks do an additional 1d6 fire damage.

The fire damage increases by 1d6 at levels 5, 11, and 15 

Flask of Lightning

This flask sends you into a heightened state of incredible speed, granting you resistance to thunder or lightning damage (your choice). For one minute your movement speed is doubled, additionally when you are struck with a melee attack, the attacker takes 1d6 lightning damage and is pushed backwards 10ft.

The lightning damage increases by 1d6 at levels 5, 11 and 15 

You can only use one flask at a time, and can use this feature = to your proficiency bonus +2

Killers Alchemy

At 9th level You can use more concentrated elixirs that give you an uncanny edge in battle. All your attacks do the damage type associated with the flask you have active, additionally as a bonus action, dependent on your active flask you can do one of the following:

  • Flask of Ice: You cause ice to erupt around you, everyone within 10ft of you must succeed on a strength saving throw or be knocked prone.
  • Flask of Fire: You cause flames to burst from your body, everyone within 5ft of you must succeed on a dexterity saving throw or take 2d6 fire damage.
  • Flask of Lightning: You cause lightning to strike your location, everyone within 15ft must succeed on a wisdom saving throw (DC17) or be blinded until the end of their next turn.

Master of Elixirs

Also at 9th level you have mastered the study of brewing your elemental elixirs, allowing you to regain a single use of your "Alchemical Genius" feature after you finish a short rest. 

Shadow Strike

At 13th level you have honed you skills of your alchemical concoctions, granting you access to one more. As an action you sheathe yourself in darkness that lasts for one minute, while this flask is active attackers have disadvantage when attacking you, additionally you can use your action to dash to and fro, becoming a shadow leaving blood with every leap. Make 4 attack rolls against a target within 5 feet of you, if all 4 of the attacks hit the last attack is an automatic critical, you can only use this attack once every two rounds you are sheathed in shadow.

Flaskmaster

At 17th level you have mastered the use of your flasks. Each flask is now able to last for 2 minutes and grants immunity to the damage associated with it while it is active. Additionally your shadow strike now does one additional attack (for a total of 5)

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