Rogue
Base Class: Rogue

Too little caution and a great deal of ingenuity allows a select cadre of chemists to push the boundaries of mortal limitation. Potions elixirs and bombs produced for mass consumption are just the surface of a deep pool of possibilities. Chem Weavers specialize in delving deeper into new science and blur the line between innovation and magic. 

Bespoke Cocktails

When you choose this archetype at 3rd level, you learn cocktails that are fueled by your sneak attack dice.

Bespoke Cocktails: You learn two cocktails of your choice, which are detailed under “Cocktails” below. Many cocktails enhance an attack in some way. You can use only one cocktail per attack.

You learn one additional cocktails of your choice at 9th, 13th, and 17th level. Each time you learn new cocktails, you can also replace one cocktail you know with a different one.

Tools of the trade and PPE

When you choose this archetype at 3rd level, you gain proficiency with the alchemist kit the poisoner’s kit and shields. 

Enemies struck by poisons made by you cannot have advantage on the saving throws against it. 

Speed Infusion

Starting at 3rd level, when hidden before combat begins you can choose to act first in initiative order an amount of times equal to your proficiency bonus per day. When you choose this option you get an additional 30 feet of movement and an additional attack when using the attack action and when making an attack of opportunity you gain advantage. After the end of the 3rd round of combat your initiative becomes 1. Next round your movement is 0 and you can take 1 action or bonus action not both and you have no reactions. Action economy returns to normal after withdrawal. 

Chem Bend

Starting at 9th level, choose to take Speed Infusion as is OR sacrifice its effects in order to gain resistance to any non-spell damage for 3 rounds, you cannot be stunned or paralyzed, gain advantage on constitution saving throws, and reduce your movement speed by 15 feet. 

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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