Potion Master

You excel at crafting potions and chemicals to assist you in your exploits. Perhaps you began as a simple peddler of drugs, or you learned your skills from a renowned alchemist. Regardless, you always come prepared with just the right mixture for the moment.

Potion Maker

At 3rd level, you have developed a number of alchemical susbtances to aid you in combat and subterfuge. You gain proficiency with alchemist's supplies and learn 3 alchemical formulas which are detailed under “Formulas” below. You learn two additional formulas of your choice at 9th, 13th, and 17th levels. If a formula involves a saving throw or ability check, it uses your Formula DC, which is equal to 8 + your proficiency bonus + your Intelligence modifier.

When you take a short or long rest, you may create a number of potions equal to your Intellifence modifier, assuming you have your alchemist's supplies. Each potion uses one formula, which you must declare when you create it. All unused potions expire when you next take a short or long rest.

Alchemical Analysis

At 3rd level, you have trained your eye to identify the effects of potions and spells. Whenever you make an Intelligence (Investigation) or Intelligence (Arcana) check to determine if food or drink has been poisoned or whether a humanoid is under the effect of a spell you have advantage on the roll.

Formulas

Alchemical formulas are listed below in alphabetical order.

Acid Vial As an action, you can throw this vial at a creature or object within 30 feet of you. The vial shatters on impact. A creature must make a Dexterity saving throw. On a failure, it takes acid damage equal to 1d6 + your Sneak Attack damage, or half as much damage on a successful one . An object automatically fails this saving throw, and the damage is maximized.

As an action, you can throw this vial at a creature or object within 30 feet of you. The vial shatters on impact. A creature must make a Dexterity saving throw. On a failure, it takes acid damage equal to 1d6 + your Sneak Attack damage, or half as much damage on a successful one . An object automatically fails this saving throw, and the damage is maximized. Bottled Fire As an action, you can throw this vial at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take fire damage equal to 1d6 + your Sneak Attack damage.

As an action, you can throw this vial at a creature, object, or surface within 30 feet of you. On impact, the vial detonates in a 5-foot radius. Any creature in that area must succeed on a Dexterity saving throw or take fire damage equal to 1d6 + your Sneak Attack damage. Disguise Potion As an action, this potion may be consumed to mimic the affects of the disguise self spell. The DC to determine if the user is disguised is your Formula DC.

As an action, this potion may be consumed to mimic the affects of the disguise self spell. The DC to determine if the user is disguised is your Formula DC. Healing Draught As an action, a creature may consume this potion to regain hitpoints equal to 1d6 + your Sneak Attack damage.

As an action, a creature may consume this potion to regain hitpoints equal to 1d6 + your Sneak Attack damage. Invisibility Potion As an action a creature may consume this potion to become invisible for one minute. Anything the user is wearing or carrying is invisible as long as it is on the user's person. The condition ends for a user that attacks, casts a spell, or deals damage.

As an action a creature may consume this potion to become invisible for one minute. Anything the user is wearing or carrying is invisible as long as it is on the user's person. The condition ends for a user that attacks, casts a spell, or deals damage. Love Potion As an action, this potion may be hidden in a drink or thrown into the mouth of a creature that is size Large or larger. A creature who consumes this potion must succeed a Wisdom saving throw or be charmed by a creature of your choice for ten minutes. The condition ends if the target is attacked or forced to make a saving throw by the charmer or one of its allies.

As an action, this potion may be hidden in a drink or thrown into the mouth of a creature that is size Large or larger. A creature who consumes this potion must succeed a Wisdom saving throw or be charmed by a creature of your choice for ten minutes. The condition ends if the target is attacked or forced to make a saving throw by the charmer or one of its allies. Poison Vial As a bonus action, this potion may be applied to a a weapon or piece of ammunition. A creature hit by the poisoned weapon or ammunition must succeed on a Constitution saving throw or become poisoned for one minute. Alternatively, if this potion is consumed, the drinker takes poison damage equal to 1d6 + your Sneak Attack damage.

As a bonus action, this potion may be applied to a a weapon or piece of ammunition. A creature hit by the poisoned weapon or ammunition must succeed on a Constitution saving throw or become poisoned for one minute. Alternatively, if this potion is consumed, the drinker takes poison damage equal to 1d6 + your Sneak Attack damage. Smoke Bomb As an action, you can throw a smoke bomb at a point up to 30 feet away. The area in a 10-foot radius of the point of impact becomes heavily obscured, as it fills with thick smoke. The smoke persists for 1 minute and then disappears.

As an action, you can throw a smoke bomb at a point up to 30 feet away. The area in a 10-foot radius of the point of impact becomes heavily obscured, as it fills with thick smoke. The smoke persists for 1 minute and then disappears. Tanglefoot Bag As an action, you can throw a bottle filled with black, sticky liquid at a point on the ground within 30 feet of you. The bottle bursts on impact and covers the ground in a 10-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. Additionally, you may use your Sneak Attack against any creature in that area even if you do not have advantage on the attack role. All other rules of Sneak Attack still apply.

Chemical Counterfeit

At 9th level, you can use your scientific knowledge to create false treasurers and hide real ones. Over the course of ten minutes, you can use your alchemist's supplies to transform an object into a material of your choosing for 24 hours. A creature who makes a successful Intelligence (Investigation) check against your Fomula DC becomes aware of the transmutation. You may do this twice per long rest.

Medical Miracle

At 13th level, you have mastered the art of creating and administering just the right mix on the fly. You may use your bonus action to inject a creature within five feet of you with a serum, granting it immunity to one of the following conditions for one minute: blinded, deafened, paralyzed, or poisoned. You may do this twice per short rest.

Lucky Brew

At the 17th level, your roguish luck extends to even your alchemical creations. Whenever your roll your Sneak Attack dice in realtion to a formula, you may choose to reroll any number of those dice, taking either result. You may do this a number of times equal to your Intellifence modifier per long rest.