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Rogue Subclass: Alchemist in Dungeons & Dragons 5e

Rogue Subclass: Alchemist

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools: Alchemy Kit (has the necessary ingredients to perform most alchemical abilities)
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:
Focused Charge: Starting at third level, you may spend 30 seconds creating a charge. The charge will blow the lock on any standard, nonmagical lock. Roll a d20. On a 1-10 the explosion is loud. On an 11-19, the explosion is quiet. On a 20, the explosion is silent. The charge must be used within five minutes.   Poison Weapon: Starting at third level, you may spend five minutes preparing ingredients and apply a poison to your weapon which lasts eight hours. The poison affects the first target you hit with slashing or piercing damage. The type of poison you can use depends on the environment you are in when you prepare it. At 9th Rogue level, it affects any target of your first two successful attacks. At 15th Rogue level, it affects any target of your first three successful attacks.    
  • Forest: Affected target must make a constitution save (8+your proficiency bonus+your dexterity modifier). On failure they are poisoned, taking 1d6 poison damage. They must make a constitution save at the beginning of every turn or take 1d6 poison damage. Upon success, they are no longer poisoned.
  • Plains: Affected target is goaded by the next creature that damages them. They have disadvantage on attack rolls against all other targets for the next 30 seconds or until that target reaches zero hitpoints.
  • City: The affected target must make a constitution saving throw. On failure, they are silenced and unable to cast spells which require verbal components for 30 seconds.
  • Village: The affected target must make a constitution saving throw. On failure the target is unable to receive healing of any kind for five minutes.
  • Beach: The affected target must make a constitution saving throw. On failure, the target has disadvantage on their next three attacks of any kind.
   
  • Mountain/Cave: The affected target must make a constitution saving throw. On failure, the target is paralyzed for the next 30 seconds.
Unstable Chemicals: Starting at 6th level, you may spend five minutes preparing one explosive mixture. On impact, the mixture will explode. Any creature within 10 feet of the impact must make a DC 14 dexterity roll or take 2d6 fire damage. The damage increases to 3d6 at 8th level and 2d12 at 14th level.   Potion Master: Starting at 8th level, all potions have their affects doubled when used on you.  
Elixir of Domination: Starting at 17th level, once per day you may spend one hour preparing an elixir of domination. Any creature or person that drinks or is drenched in the contents is affected by the 9th level Dominate Monster or Dominate Person respectively. The elixir is only effective for four hours.

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