Rebel Alchemist

There are places on the world where tyranny reigns, and people in seats of power conspire to dominate with an iron hand, men and women arise, willing to gamble their life and risk everything in order to liberate themselves and the rest of their compatriots. This rebels are people who are ready to oppose the laws of their lands with the final purpose of change their situation. Stealth and subterfuge are their way of survival, and they employ illegal alchemy materials, precise hits and every kind of opportunity at their hand to attack the authorities.

Hit & Run At 3rd level, whenever you are hidden at the start of the combat, your first ranged attack don't reveal your position to your enemies.

Unstable Alchemy When you choose this archetype at 3rd level, you gain proficiency with alchemist’s tools. Also, as part of a short or long rest, you are able to craft one of the substances of the list presented below. When you hit a creature or object with a sneak attack, you can forgo the extra damage and instead choose to deal one of the effects presented below. If the effect asks for a saving throw, the DC is equal to 8 + your Intelligence modifier + your proficiency bonus. Inflammable Fluid : The target takes an extra 1d6 fire damage and catches on fire, taking 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames.

: The target takes an extra 1d6 fire damage and catches on fire, taking 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity saving throw to extinguish the flames. Concussive Bomb: The target must succeed on a Constitution saving throw or be blinded and deaf until the end of your next turn.

The target must succeed on a Constitution saving throw or be blinded and deaf until the end of your next turn. Entangling Goo: The target is restrained by sticky, alchemical goo. As an action, the restrained target can make a Strength saving throw, bursting through the goo on a success. You can have a number of this substances equal to half your proficiency bonus (minimum of 1) with you at all times.

Unbreakable Spirit When you reach the 9th level, you gain advantage on all rolls made to resist interrogations, intimidation and torture that doesn't employ magical means.

Compromised Materials Starting at 11th level, you gain advantage on all Dexterity (Sleight of Hand) and Dexterity (Stealth) checks made to hide light weapons or Small or Tiny objects. Also, you learned how to control your alchemical creations more. The substances that you create utilizing your Unstable Alchemy have their effects are augmented, and now you can have a number of them equal to your proficiency bonus. The effects of each substance change to the ones of the following list: Explosive Fluid: The damage of your sneak attack becomes fire damage, instead of the normal damage dealt by it, and the target catches on fire, taking 1d8 fire damage at the start of each of their turns. A creature can end this damage by using its action to make a Dexterity check (DC equals 8 + your proficiency bonus + your Intelligence modifier) to extinguish the flames.

The damage of your sneak attack becomes fire damage, instead of the normal damage dealt by it, and the target catches on fire, taking 1d8 fire damage at the start of each of their turns. A creature can end this damage by using its action to make a Dexterity check (DC equals 8 + your proficiency bonus + your Intelligence modifier) to extinguish the flames. Thunderous Bomb: The target takes an extra 2d6 thunder damage, and must succeed on a Constitution saving throw or be stunned until the end of your next turn.

The target takes an extra 2d6 thunder damage, and must succeed on a Constitution saving throw or be stunned until the end of your next turn. Corroding Goo: The target takes an extra 1d6 acid damage and is restrained by sticky, alchemical goo. As an action, the restrained target can make a Strength check (DC equals 8 + your proficiency bonus + your Intelligence modifier), bursting through the goo on a success.