Alchemist Rogue (5e Subclass)
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Much like the assassin subclass, Alchemists specialize in the art of killing discreetly (or not who am I to judge) the few rogues that chose this class are masters at using potions to control life and death.
- Tools of the Trade
Beginning at 3rd level when you chose this class you gain proficiency in alchemist supplies, herbalist's kit and poisoners kit. In addition, you can use your Cunning Action to interact with potions, vials of acid and alchemist fire flasks.
- Potion Thrower
When you choose this archetype at 3rd level, you add your proficiency bonus on attacks made with the alchemist's fire and the acid flask. In addition, the save DC to resist the effects of the alchemist's fire thrown by you equals 8 + your proficiency bonus + your Intelligence modifier.
Whenever you hit a creature with an alchemist's fire flask or an acid flask, you add your Sneak Attack damage.
If you have a alchemist's kit with you, you can prepare an amount of alchemist's fire and acid flasks equal to your proficiency bonus, over the course of a short or a long rest, without spending golden pieces.
- Explosive Reagents
Starting at 9th level, you can use volatile reagents to create a controlled explosion, able to propel you to the air. You can use your Cunning Action and spend one vial of alchemist's fire to blast on a place on the ground in your space. This explosion causes no damage, but allow you to fly up to 30 feet in any direction. You must end your movement on the ground, or else you fall.
In addition, you gain advantage against the poisoned condition, and resistance to poison, acid and fire. You also can fall up to 30 feet and take no fall damage.
- Quick Crafting
Starting at 13th level, you further your knowledge about alchemy. You gain an amount of alchemy points equal to your Intelligence modifier. During a short rest, you can spend these points to create potions on an empty flask.
The potions cost an amount of points depending on the potions rarity: mundane potions (1 point), common potions (2 point), uncommon potion (3 points), rare potions (4 points), very rare potions (5 points).
Any potion you create loses efficacy after you complete a short or a long rest.
- Expert Alchemist
Starting at 17th level, you can create a powerful alchemical catalyst over the course of a long rest. You can use this catalyst to create one of the following effects, as an action:
- Panacea. Panacea end any effect that causes a creature to be charmed, frightened, poisoned, petrified, stunned, paralyzed, any effect reducing the targets maximum of hit points and any reduction on ability scores.
- Life Elixir. A creature deceases within the last 24 hours is brought back to life after having the elixir poured into its mouth, with 1 hit point.
- Volatile Concoction. You create a powerful bomb, which you can throw on a range of 60 feet. All creatures in a 30-foot radius on the area must succeed on a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a success.