Rouge Archetype

Alchemist

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the alchemist supplies. You add double your proficiency bonus to ability checks using it.

Alchemical Formulas

At 3rd level, you can craft a variety of concoctions. During a short or long rest you may create up to your Intelligence modifier Alchemical Formulas per hour (minimum of 1) of resting provided you have Alchemist Supplies on you. These concoctions are volatile and only remain potent for up to 8 hours.

Resting Remember that during an 8 hour long rest 2 hours of it may be spent doing light activities like concocting your alchemical formulas.

If an Alchemical Formula requres a saving throw, the DC is 8 + your proficiency bonus + your intelligence modifier. Using an Alchemical Formula requires a free hand and an action, and are consumed no matter the outcome.

Alchemical Fire. This sticky, adhesive fluid ignites when exposed to air. You throw this flask up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Alchemical Fire as an improvised weapon. On a hit, the target takes 1d6 fire damage and is set on fire. A creature on fire then takes an additional 1d6 fire damage at the start of each of its turns which it can end by using its action to make a Dexterity check against your save DC to extinguish the flames.

Alchemical Acid. You throw the vial up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Alchemical Acid as an improvised weapon. On a hit, the target takes 1d6 acid damage, also any creature within 5 feet must make a Dexterity saving throw or take half damage.

Formulas and Attacking As both Alchemical Fire and Alchemical Acid are ranged weapon attacks they can both trigger Sneak Attack under the correct circumstances. Additionally, note that the formulas are improvised weapons, this means you do not add your proficiency bonus to the attack roll unless you are proficient in improvised weapons.

Poison Vial. A colorless, odourless poison that mixes with any liquid expertly crafted for a single deadly dose. You can use the poison in this vial to coat one slashing or piecing weapon or one piece of ammunition. If a creature is willing or has a movement speed of 0 you may directly apply the poison. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a Constitution saving throw or take poison damage equal to your Sneak Attack Bonus. On damaging a creature the poison is fully used.

Healing Draught. As an action you administer a Healing Draught to a creature within 5 feet of you. A character who drinks the magical red fluid in this vial regains 1d6 + your intelligence modifier hit points. Because of the make up of the formula a creature cannot gain the benefits of the Healing Draught more than once between long rests.

Swift Step Draught. As an action you administer a Swift Step Draught to a willing creature within 5 feet of you. The creatures speed increases by 30 feet, long and high jump distance is tripled and has advantage on dexterity ability checks and saving throws. The effects of the draught last for 1 minute.

Liquid Luck. This thin silky gold liquid makes the recipient incredibly lucky. Use your reaction to take a sip of this golden liquid when you have to make a saving throw or ability check, you gain advantage on that particular saving throw or ability check for the next 1 minute.

Smoke Bomb. You throw a flask of magical smoke at a spot on the ground up to 30 feet away. A 15 foot radius sphere of smoke heavily obstructs vision in the area. The smoke lasts for one minute or until dispersed by a wind of moderate or greater speed.

Sticky Bomb. You throw a flask of writhing sticky black tar at a spot on the ground up to 30 feet away. The tar spreads in a 10 foot radius around the spot adhering to any surface, creature or object in the area, for 1 minute before it disappears. The area becomes difficult terrain and any creature starting their turn in the area must succeed on a Strength saving throw or have their speed reduced to 0 for the rest of their turn. Objects become stuck in place and cannot move for the duration.

Explosive Flask. You throw a flask filled with explosive energy at a spot up to 30 feet away. The flask explodes causing an explosion audible up to 300 feet away. Any creature Large or smaller within 5 feet of the blast must succeed on a Dexterity saving throw or be knocked prone and pushed 5 feet away from the explosion. On a success they are not knocked prone. Additionally, any creature within 30 feet of the blast are deafened until the start of your next turn.