Alchemist: Rogue

As an alchemist you mix and match different substances to create harmful or helpful potions. The Alchemist excels at providing aid to allies and applying status effects to enemies. You have always had a hidden desire to be a mad alchemist, mixing things that should not be mixed just to see what would happen and over the years you have gotten good at it.  
Alchemy Wiz
When you choose this archetype at 3rd level you have proficiency with Alchemy tools and Nature checks.  
Master Mixer
When you choose this archetype at 3rd level you have advantage when trying to identify the chemical makeup of an object.   Creating mixtures with an alchemy kit takes half the normal time.   Potions created by you add your proficiency bonus to their damage and healing.  
Chemistry
You may use your action to haphazardly mix chemicals together in a flash. Roll on the chemistry table to see what concoction you’ve brewed up. The mixtures are very unstable and should be consumed within 1 minute. After 1 minute the potion dilutes into a foul-tasting liquid with no additional effects. If you spend your action to mix a potion you may use your bonus action to toss it or feed it to a teammate on the same turn.   Each mixture takes 10 gold’s worth of ingredients that can be purchased anywhere alchemy supplies are sold. Alternatively, you may spend 2 hours in nature to harvest enough ingredients for 1 mixture.
1 - 2 OOPS!- You cause a chemical explosion around you dealing 3d6 poison damage to all targets within 10 feet of you. Halves damage on a DEX DC 10+INT+Proficiency mod save. 51 - 52 Healing Potion- You create a basic healing potion. 2d4+2* healing *Increases to 4d4+4 at 9th level
3 - 4 Mana- Drink this to regain 1 spell slot 7th level or lower. 53 - 54 Understanding- You can comprehend all languages for the next 10 minutes.
5 - 6 Alchemist’s Fire- On hit the target takes 1d4 fire damage. It takes this damage again at the start of each of it’s turns. A creature can end this damage by using its action to make a DC 10 DEX save. 55 - 56 Acid- On a hit, the target takes 2d6 acid damage.
7 - 8 Bottled Luck- Drinking this allows you to reroll 1 of your own rolls within the next minute. 57 - 58 Noxious Fumes- Creates an area of gas in a 5ft area. Targets that end their turn in the gas take 2d12 poison damage.
9 - 10 Hallucinogen- The target makes a DC 10(+your intelligence mod +Proficiency) CON saving throw. On a failure they are distracted by the visions and gain disadvantage on attacks while attackers have advantage. Every turn they may attempt to break free of the visions with the same save. 59 - 60 Shrinking- The target shrinks to 1 size smaller for 10 minutes. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency.
11 - 12 Concussive Blast- Targets hit by this potion take 1d10 Thunder damage and are knocked back 5 ft away from the one who threw it. 61 - 62 Ooze Armor- Applies a living ooze to the target which acts as a gooey suit of armor. The target gains 4+INT mod temp hp.
13 - 14 Herbal Cleanse- Cleanses 1 negative status effect that is curable without a restoration spell. 63 - 64 Delayed Reaction- This explosive does 4d10 fire damage in a 10 ft radius and only explodes after 1d4 hours. (The DM rolls for the time and cannot tell the alchemist.)
15 - 16 Snail Smoke- Emits a poison that disrupts a target's reaction time. The target's movement is halved and they cannot make bonus actions or reactions. The target may shake off the poison with a CON save of 10+your INT mod +Proficiency. 65 - 66 Corrosive Ooze- When placed on a material, the AC of that material is reduced to something one step weaker than it. (Iron to Stone, Stone to Wood, etc.) This has no effect on organic material.
17 - 18 Truth Serum- Consuming this forces you to tell the truth for 10 minutes. You may still dodge questions but you cannot lie. 67 - 68 Lightning in a Bottle- Drinking this gives you an aura of static electricity making your hair stand on end. Any melee attacks that hit you within the next minute force the attacker to take 1d6 lightning damage.
19 - 20 Adhesive Slime- The slime restrains an opponent until they take damage or are broken free by an ally. At the end of each of their turns they may attempt to break free with a CON save of 10+Your INT mod+Proficiency 69 - 70 Love Potion- The target is charmed by the first person they see after taking the potion. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency
21 - 22 Dragonscale- Your skin becomes hard and scaly. Gain resistance to slashing and bludgeoning damage. Lasts 10 minutes. 71 - 72 Font of Health- Affects a 5 foot area. Anyone ending their turn in the sweet smelling gas can breathe in 1d6 healing. The font only lasts 10 minutes and can only heal for 6x your Alchemist level.
23 - 24 Smoke Bomb- Creates a thick fog in a 20 ft radius. Vision is brought down to 5 ft and any attacks made in this fog are made at disadvantage. 73 - 74 Red Dragon- Gain resistance to fire for 10 minutes and 1 charge of fire breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 fire damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest.
25 - 26 Increased Density- You become extremely dense, increasing your weight by 5x. Moving requires a strength check of 20. Anything flying is immediately grounded. Unwilling creatures can shake off the effects with a CON save of 10+Your INT mod+Proficiency at the end of their turns. Lasts 1 minute. 75 - 76 Smelling Salts- Allows the user to revive a fallen comrade with 1 hit die worth of health returned.
27 - 28 Instant Hero- You gain an immunity to being frightened and temp hp equal to the Alchemist’s INT mod at the beginning of each of your turns. Lasts 1 minute. 77 - 78 Growth- The target grows 1 size larger for 10 minutes. An unwilling creature can resist with a CON save of 10+Your INT mod+Proficiency.
29 - 30 Oil Slick- Creates a non-flammable oil that can be spread in a 15 ft line. Anyone trying to walk over the oil must make a Dex save of 10+your INT mod or be knocked prone. 79 - 80 False Death- Puts the user into a death-like slumber that would fool even the finest physician. Lasts 1 hour. An unwilling creature must make a CON 10 save. Getting hit wakes them.
31 - 32 Green Dragon- Gain resistance to poison damage for 10 minutes and 1 charge of poison breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 poison damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest. 81 - 82 Spelljam- This sour jelly prevents casting on a failure of a CON saving throw of 10+Your INT mod+Proficiency for 1 minute. The creature may use its action to repeat the save on their turn.
33 - 34 Hover- You hover 1 inch above the ground allowing you to effortlessly skate along the floor. Your movement increases by 10 feet for 1 hour. 83 - 84 Featherweight- You become light as a feather and fall very gently. Watch out for windy days! Lasts 1 minute.
35 - 36 Fear Gas- The target must make a CON save of 10+your INT mod+Proficiency. On a failure the target sees their greatest fear and the Frightened status is applied to them. The creature may use its action to repeat the save on their turn. 85 - 86 Quickness- Grants advantage on initiative rolls and DEX saves while increasing AC by 1.
37 - 38 Enhanced Senses- You become extremely alert. You have advantage on perception checks and gain Blindvision of 20 feet. 87 - 88 Sludge Bomb- A particularly gross potion. When thrown it explodes dealing 3d6 necrotic damage to all targets in a 10 ft radius. Halves damage on a DEX save of 10+INT mod+Proficiency.
39 - 40 Booze- This special concoction of your own design makes users feel more confident. They can add 2 to their CHA checks for 1 hour. 89 - 90 Steroid- Anyone consuming this can add 3 to their strength checks and their melee weapon damage. They must also subtract 6 from their INT and WIS checks. Lasts 1 hour.
41 - 42 Blue Dragon- Gain resistance to lightning damage for 10 minutes and 1 charge of lightning breath. Every creature hit by this must make a DEX save with DC 8+Con+Proficiency or take 2d6 lightning damage (half damage on a save) 5 by 30ft line. A creature can only make 1 breath attack per long rest. 91 - 92 Stoneskin- You become grey and your skin hardens. Raises AC by 2 for 1 minute.
43 - 44 Water Breathing- You can now breathe underwater for 1 hour. 93 - 94 Vial of Light- Creates a liquid that glows brighter than any flame. Granting vision up to 120 ft away.
45 - 46 Dry Ice- On hit the target takes 1d12 cold damage. 95 - 96 Stupify- The target must make a CON save of 10+Your INT mod+Proficiency. On a failure the target has disadvantage on all Wisdom and Intelligence checks for 10 minutes. The creature repeats the save at the end of each of their turns.
47 - 48 Flash Bang- Blinds and deafens 1 target on hit for 1 minute. At the end of each of their turns the creature can make a CON save of 10+INT+Proficiency, returning to normal on a success. 97 - 98 White Dragon- You gain resistance to cold damage for 10 minutes and 1 charge of cold breath. Every creature hit by this must make a CON save with DC 8+CON+Proficiency or take 2d6 cold damage (half damage on a save) 15 ft cone. A creature can only make 1 breath attack per long rest.
49 - 50 Necrotic Resistance- Gain necrotic resistance for 10 minutes. Halts the decay of flesh for 1 hour extending time for resurrection spells. 99 - 100 Philosopher’s Stone- place on a small or medium inanimate object to bring it to life for 10 minutes. The object obeys your commands and you may issue it a verbal command every turn as a free action. The object only responds to basic commands such as "go here" "attack that" "don't move".
 
Bright Ideas
Choosing this archetype grants this feature. With a stroke of genius, you quickly create the exact substance you were searching for. You may spend 1 Bright Idea to select what you want off of the Chemistry table in place of rolling for it. You start with 2 bright ideas and gain 1 additional idea every 5 rogue levels. New Bright Ideas come to you after a long rest.  
Waste Not Want Not
Starting at 9th level you know the exact amount of components required to create substances down to the milligram. Mixing potions now takes half of the materials it usually does. Additionally, you can salvage the ingredients of unused potions to mix again after they've lost their effectiveness.  
Potent
Starting at 9th level your mixtures have an extra kick to them. On any mixture that requires you to roll dice you may now roll an additional die.  
R&D
Starting at 9th level, you wished for a way to administer potions from long range, so you created one! Mixtures can reliably be fired from a crossbow allowing you to administer aid and pain from a distance. Potions that once needed to be consumed may be shot with a dart that administers the fluids.  
Extreme Toxicity
Starting at 13th level your mixtures now do double damage or double healing.  
Mad Scientist
Starting at 17th level you’ve built a resistance to chemicals that an average person cannot take. You use your newfound resistance to enhance your body. You can only administer the volatile mix to yourself once a day. You mutate into a huge creature and become resistant to bludgeoning, piercing, slashing, acid, fire, cold, force, and lightning damage. Your unarmed strikes have +8 to hit and do 6d6 bludgeoning damage. Lasts 10 minutes.   Permanently Immune to Poison and the Poisoned status effect.

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