Dissolvent (5e Subclass)

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Dissolvent[edit]

Rogue Subclass

One of the biggest impediments to many rogues is fighting heavily armored enemies. Most use subterfuge and stealth to get around such high defenses, but some instead seek to break them more directly. Enter the dissolvents; rogues that learn the art and science of alchemy in order to make corrosive concoctions that will eat through the toughest plates of knights, thickest scales of dragons, and densest bodies of earth elementals, with the added benefit of dodging the resistances of many monsters to mundane weaponry, even most oozes. To this end, they become very specialized artificers capable of crippling even the mightiest of foes for both their own knives and their allies’ axes. Most admittedly spend more time learning how not to turn their own weapons into slag though.

Dissolvent Background Concepts[edit]

How did you become a dissolvent? Why the interest in chemical warfare? Do you still have all your hair follicles?

d8 Origin Suggested Backgrounds
1 I used to be a cleaner for a gang. Whenever they needed a body disappeared, I was their magician. Eventually, they wanted me disappeared too. Criminal or Smuggler
2 I possess the bloodline to become a black draconic sorcerer, but the general dearth of acid spells has made me more subtle in my violence. Inheritor or Outlander
3 While enslaved by the dao, I perfected my acids to hasten my mining work and eventually affect an escape off the Elemental Plane of Earth. Far Traveler or Ruined
4 I was actually trying to become a master poisoner, but I am terrible at judging the strength of my brews. I keep making far more dangerous acids. Guild Artisan or Noble
5 I fell into a vat of acid while running away from a vengeance paladin through an alchemy lab. When I emerged, I smiled at my new powers. Faceless or Rewarded
6 I am something of an expert on ooze biology. I used that knowledge, and a bit of demonology, to create a new minor magical method. Hermit or Sage
7 Everything I know I learned from a friendly copper dragon that lived near my home. Now I act as their agent, paying forward joy with death. Entertainer or Folk Hero
8 I watched a trio of terrible trolls eat my entire family while I hid. Since that night, I have sworn vengeance against all of their kind. Haunted One or Urchin

Dissolvent Subclass Features[edit]

Chemical Burns

Starting at 3rd level, you alchemical experiments have given you the knowledge to easily craft tiny tubes and beads that burst with acid upon impact. You have proficiency with alchemist’s supplies, can add your proficiency bonus to acid vial attacks, and can cast the acid splash cantrip without a vocal component. The DC of the cantrip’s saving throw equals 8 + your proficiency bonus + your Dexterity modifier.

You also have resistance to acid damage. If you already have resistance to acid damage, you have immunity instead.

Corrosive Cuts

Starting at 3rd level, you bathe your weapons in rot before every fight. Whenever you deal damage with Sneak Attack, you can change the damage type to acid. After you deal acid damage to a creature or object, the next attack roll against the target within 1 round gains a bonus equal to your Intelligence modifier and the target takes 1d4 acid damage at the end of its next turn (minimum of 1). This increases to 2d4 at 7th level, 3d4 at 11th level, 4d4 at 15th level, and 5d4 at 19th level. This damage does not cause additional acid damage at the end of the creature or object's next turn. The creature or a creature within 5 feet of it can use an action to make a Wisdom (Medicine) check to avoid this damage on a success. The DC of the ability check equals 8 + your proficiency bonus + your Intelligence modifier.

All acid damage you deal ignores resistance to acid damage.

Acid Shot

Starting at 9th level, your study of acid allows you to launch acidic darts from your fingertips or gauntlets. You can cast melf's acid arrow without vocal or material components or expending a spell slot a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses when you finish a long rest. The spell attack modifier equals your proficiency bonus + your Dexterity modifier. If you have advantage on the spell attack roll, the spell deals additional acid damage equal to your Sneak Attack if it hits.

Acid Bomb

Stating at 13th level, your mastery of acid allows you to create and throw acidic explosives. you can cast vitriolic sphere without vocal or material components or expending a spell slot a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses when you finish a long rest. The DC of the spell’s saving throw equals 8 + your proficiency bonus + your Dexterity modifier. If a creature has disadvantage on the saving throw, it takes additional acid damage equal to your Sneak Attack on a failure.

Meltdown

Starting at 17th level, your deadly decay carves deep scars and large weak points. After you deal acid damage to a creature or object, the next attack against the target within 1 round scores a critical hit on a roll of 19-20 and deals additional damage equal to your Intelligence modifier, doubled if the attack is a critical hit (minimum of 1). Until the end of its next turn, the target also can’t regain hit points and all bludgeoning, piercing, or slashing damage it takes counts as adamantine and magical for the purpose of overcoming resistance and immunity to nonmagical attacks that aren’t adamantine.

All acid damage you deal ignores immunity to acid damage and the damage thresholds of objects.


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