Rogue; Roguish Archetype: Perfumer

by IronstarEstate

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Roguish Archetype: Perfumer

From jasmine and sugar blossoms to plush leather and forge fire, a perfumer can capture the essence of anything they can imagine, and distilling them into wondrous fragrances that grant boons or banes.

Bonus Proficiencies

When you choose this subclass at 3rd level, you gain proficiency with either alchemist's supplies or herbalism kits.

Sensitive Nose

At 3rd level, your nose knows how to suss out different scents from each other. You have advantage on Wisdom (Perception) checks made using your sense of smell.

Aromatherapy

Also at 3rd level, you've learned how to distill certain ingredients into potent fragrances that can be used in long-lasting perfumes or quick-burning incenses.

When you finish a long rest, you can make a number of fragrances equal to your Intelligence modifier (minimum of 1). Fragrances come in two forms: perfumes or incenses. You choose what form a fragrance takes when you make it. Either way, a fragrance expires after 48 hours.

The effects of multiple instances of the same fragrance don't stack.

Some of your fragrances' effects require saving throws.
The saving throw DC is calculated as follows:

Fragrance save DC = 8 + your proficiency bonus +
           your Intelligence modifier

Perfumes

Perfumes come in single-use vials and last for a number of hours equal to your proficiency bonus. A creature can use its action to apply perfume on itself or onto another creature within 5 feet. Unwilling creatures must succeed on a Dexterity saving throw against your fragrance save DC to avoid getting spritzed.

A perfume's effects only apply to the creature wearing them. A creature can only wear one perfume, with newer perfume applications overriding the fragrance and effects of older applications.

When a creature wearing perfume is in combat, the perfume's duration shortens to 1 minute as its effects are cut short from the various scents on the battlefield.































Incenses

Incenses come in various forms, from ceremonial incense sticks to meticulously carved blocks of fragrant oils mixed with ash. Whatever form your incense takes, a unit of incense burns for 1 minute.

A creature can use a bonus action to light a unit of incense. At least 1 point of fire damage also lights units of incense. While lit, a unit of incense lets out fragrant smoke in a 10-foot radius sphere centered on itself.

An incense's effects apply to all creatures within this area, provided they can smell the incense. A wind of moderate or greater speed (at least 10 miles per hour) disperses the fragrance and cancels its effects, but doesn't extinguish the incense.

A creature can carry a unit of incense in their free hand, drop it on or pick up it from a space within 5 feet (no action needed), or throw it onto a point within 30 feet that they can see as a bonus action.



























Improved Aromatherapy

At 9th level, your knowledge of and practical skills in the science of aromatherapy expands.

You can mix up to 2 fragrances into a perfume, allowing a creature to benefit from both fragrances' effects while wearing that perfume.

You can designate if an incense's effects will only apply to allied or hostile creatures when you make it. Additionally, you can spend 5 minutes to integrate a unit of incense onto a set of armor or a weapon. An integrated unit of incense follows the general rules for incenses but it can't be thrown.

Secret Formula

At 13th level, you've learned how to create fragrances that are always perfect for the occasion.

When you make a perfume or incense, you can choose to make it a Mystery Scent. A Mystery Scent has no set effect; the user designates the Mystery Scent's effects when they use it.

You can have a total number of Mystery Scents equal to half your proficiency bonus (rounded down).




































Superior Aromatherapy

At 17th level, your mastery of fragrances
and their creation is unparalleled.

Incenses you make now produce
fragrant smoke that spreads out to 15 feet.
Moreover, allied creatures within this fragrant smoke are granted the benefits of half cover.

You can mix up to 3 fragrances into a perfume. Additionally, you can mix in a last minute secret ingredient into a perfume you're applying onto a creature, granting the target temporary hit points equal to your rogue level that last for the perfume's duration.

Fragrances

The following are the fragrances a perfumer can make in alphabetical order.

Eau de Géant

Incense. Once per turn, a creature that smells this incense can add a 1d8 bonus to their attack or damage rolls that use Strength. They can choose to add this bonus before or after rolling.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Strength checks and their carrying capacity increases by the perfumer's Intelligence modifier (minimum of 1) x 5.

Rogué

Incense. Once per turn, a creature that smells this incense can add a 1d8 bonus to their attack or damage rolls that use Dexterity. They can choose to add this bonus before or after rolling.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Dexterity checks. Additionally, up to three times during the perfume's duration, a creature wearing this fragrance can cancel out all sources of disadvantage affecting a skill check or saving throw they are about to make.

Aventurero Robusto

Incense. When a creature that smells this incense recovers hit points or gains temporary hit points, they add 1d6 to the hit points healed or temporary hit points gained.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Constitution saving throws against poisons, diseases, and exhaustion.

Rapier Wit

Incense. Once per turn, a creature that smells this incense can add a 1d8 bonus to their attack or damage rolls that use Intelligence, including those from spells that use Intelligence as their spellcasting ability. They can choose to add this bonus before or after rolling.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Intelligence checks. Additionally, creatures wearing this perfume can add half their proficiency bonus (rounded down) to ability checks made with up to three skills of their choice.































Dryad's Choice

Incense. Once per turn, a creature that smells this incense can add a 1d8 bonus to their attack or damage rolls that use Wisdom, including those from spells that use Wisdom as their spellcasting ability. They can choose to add this bonus before or after rolling.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Wisdom checks and any special means of perception they have, such as darkvision or tremorsense, are increased by 20 feet.

Essence of Inspiration

Incense. Once per turn, a creature that smells this incense can add a 1d8 bonus to their attack or damage rolls that use Charisma, including those from spells that use Charisma as their spellcasting ability. They can choose to add this bonus before or after rolling.

Perfume. Creatures that wear this perfume gain a 1d8 bonus to Charisma checks. Additionally, when a creature wearing this fragrance takes the Help action to grant advantage to another creature's skill check, they also give the other creature a 1d4 bonus to that skill check.

Magebane #05

Incense. Creatures that smell this incense must make a saving throw using their spellcasting ability before casting a spell. On a failed save, their spell fizzles slightly; they make that spell's attack rolls with disadvantage or affected creatures have advantage on their saving throws to resist its effects.

Perfume. Creatures that wear this perfume find their attention pulled away by the perfume's cloying scent. They have disadvantage on Constitution saving throws made to maintain concentration on a spell.

Chromatica

Incense. When a creature first
smells this incense or starts
their turn within the
incense's range, they
must make a Constitution
saving throw. On a
failed save, the incense's
volatile reagents invade their
body.

Until the start of their next
turn, when an affected
creature takes bludgeoning,
piercing, or slashing
damage, they take an
additional 2d4 damage.
This damage's type can be
acid, cold, fire, necrotic,
poison, or psychic.
The perfumer chooses
its type when they make
this incense.

Veritas

Perfume. Creatures that
wear this scent must succeed
on a Wisdom saving throw
in order to knowingly lie or
omit information. An affected
creature is aware that they are under
the effects of this perfume, but don't
immediately know what its effects are.

Celerity Celebrity

Incense. Creatures that smell this incense can stand up from prone by using 5 feet of movement instead of half their speed. Moreover, they can spend 10 feet of movement to attempt to escape from a grapple.

Perfume. Creatures that wear this scent have their walking speed increased by 10 feet.

Aroma Infirma

Incense. Creatures that smell this incense must make a Constitution saving throw. On a failed save, they are enfeebled while within the incense's range: their weapon attacks deal 2d4 less damage. This malus can't reduce the damage they deal below 1. When an affected creature moves out of the incense's range, they can make another Constitution saving throw at the end of their turn, ending the enfeebling effect on a success.

Perfume. Creatures that wear this perfume must roll a 1d6 and subtract its result to any Strength and Dexterity
           checks they make.

Irresistible

                  Incense. Creatures that smell this
                   incense must succeed on a Wisdom
                   saving throw or else be charmed
                    until the end of their next turn.
                     While charmed this way, a
                      creature has disadvantage on
                      attack rolls against targets
                       outside of the incense's range.

                       Perfume. Attacks made
                        against creatures wearing this
                         perfume are made with
                           advantage.

     Dynamite

                      Incense. This incense is made
                             with highly flammable
                     components. When a creature
                    takes fire damage or a source of
                         fire passes through this
                        incense's range, the smoke
                      produced ignites in a fragrant
                      inferno.

                      Creatures within the incense's
                      range must make a Dexterity
                     saving throw. On a failed save,
                   they take 1d10 fire damage for every
                   two unspent rounds of the incense's
                  duration, or half as much on a
                 successful save. A round is considered
           spent for an incense after the creature that ignited the incense ends their turn.

This incense's effects cannot be negated or circumvented by the perfumer's Improved Aromatherapy feature.

Plague Chic

Incense. Creatures that smell this incense must make a Constitution saving throw. On a failed save, they are incapacitated by severe allergic reactions: they break out in hives, endlessly cough and sneeze, and their eyes water incessantly.

Sweet Succor

Incense. Creatures that first enter this incense's area or start their turn in it regain 1d4 hit points.

Credits

Subclass by: u/ScionofHouseIronstar
Silent Laboratory by Cygames Inc.
Alchemist by ara an on artstation.com
Beauty Female Redhead Half-Elf Bard in The Jungle by Deryl Arrazaq on artstation.com
Magic Bottle by Bobrova Natalya on artstation.com
Potion Bottles by Aishwarya Chandramohan on artstation.com
Watercolor stains by Jared Ondricek