Swarming: Ratfolk are used to living and fighting communally and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If one ratfolk makes a melee attack against a foe and the second ratfolk also makes a melee attack against the same foe, it is treated as flanking that opponent. Both ysoki can treat the foe as flanked if one uses the Ready action to take its melee attack when the other ratfolk does.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Rodent Empathy: You have advantage on any Wisdom checks to handle animals, provided the animal is a rodent.
Useful Pockets: Once per day, when confronted with a situation that calls for a particular mundane item, you happen to have such an item on your person. The item must cost no more than 25 gp plus 5 gp per level, and you must pay its cost when you “find” it (in other words, the money you thought you had on your person was actually the item). The item must be something you can easily carry—for example, if you are on foot and have only a backpack, you could not have a large iron cauldron. You can’t find magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and acquire new items.
Chemical Exposure: You’ve learned to quickly identify what properties a nonmagical substance might have—ideally before it causes any damage to you or your work by sampling a portion or inhaling the scent. Your experience limits accidental injury during such analyses. At the GM’s discretion, this feature may work with magical substances, but accidental exposure is much more likely.
Volatile Flask: At 1st level, you can produce a volatile mixture of chemicals that cause damage of different types: acid, fire or poison. Before you use the mixture, choose the damage type you will inflict. As an action, you make a ranged weapon attack using your Intelligence and proficiency modifier, throwing a volatile flask to a target up to 30 feet from you, shattering it and dealing 1d8 of the chosen damage type. The flask’s damage increases to 2d8 when you reach 5th level in this class, 3d8 at 11th level and 4d8 at 17th level.
Science of Alchemy: By the time you’ve reached 2nd level, you’ve learned to use all kinds of mixtures and substances you create to your advantage. Their effectiveness is reliant on the vast knowledge required to memorize the effects of reagents and how to best combine them with the right techniques. As such, Intelligence determines the saving throw DC of your alchemical concoctions and alchemist class features. Saving throw DC = 8 + your proficiency bonus + your Intelligence modifier (16)
Alchemical Concotions (4): Through research and personal experimentation, you have learned to create specialized concoctions that grant effects both useful and fantastical.
At 2nd level, you learn to create two concoctions of your choice. When you gain certain alchemist levels, you gain the ability to create additional concoctions of your choice, as shown in the Concoction Known column of the Alchemist table. At the end of a long rest, you produce one of each chosen concoction. Preparing your concoctions takes time. During the long rest, you must spend at least 10 minutes per concoction. Some concoctions also have a component cost
Concoction - Healing Salve: As an action, a creature can apply this salve to itself or another creature within 5 feet of it. It regains 2d8 + your Alchemist level as hit points.
Concoction - Iron-Eater Flask: As an action, a creature can splash this concoction on a target within 5 feet of it, biting through 2 inches of any nonmagical metal it touches and causing it to corrode. If the target is a creature, their nonmagical metal weapons and armor take a permanent and cumulative -1 to their attack and damage rolls and armor class unless it succeeds on a Dexterity saving throw. Weapons and armor are destroyed when their modifiers drop to -5.
Concoction - Brightscream Packet: As an action, a creature can throw this concoction at a point up to 60 feet, creating a flash of light accompanied by a sharp, ringing sound in a 10 feet radius around it. Any creature in the area of effect it must succeed on a Constitution saving throw or be blinded and deafened for 1 minute (if it has these senses). At the end of each of its turns, an affected creature can make a Constitution saving throw to end the effect.
Concoction - Elixir of Endowment: As an action, a creature can drink or administer this concoction. Choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. For the next hour, the imbibing creature has advantage on ability checks using the chosen ability score.
Concoction - Elixir of Defense: As an action, a creature can drink or administer this concoction. Choose Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma. For the next hour, the imbibing creature has advantage on saving throws using the chosen ability score.
Panacea: At 3rd level, you can handily deal with most ailments. As an action, you can produce and administer a salve to a creature you can touch, ending either a disease effect or one of the following conditions: blinded, deafened, paralyzed or poisoned.
Chemical Exposure: At 5th level, you are experienced in dealing with chemicals of a certain type and know how to best defend against its harmful effects. When you first gain access to this feature, choose between acid or fire. You gain resistance to damage of that type. (Acid)
Reusable Reagents: At 7th level, you have learned to optimally use your spare brewing reagents. When you finish a short rest, choose one expended concoction, refreshing it and making it available for use once again. This ability refreshes when you finish a long rest.
Everburn Powder: At 3rd level, you have discovered a unique chemical reaction that produces an effect both disorienting and harmful. As a bonus action, you can throw a packet of Everburn Powder to a point you can see within 60 feet of you where it explodes in a cloud of sticky, glowing powder. Each creature within a 10 feet radius of the point of impact must succeed on a Constitution saving throw or take 1d4 as acid damage at the start of each of its turns until it or another creature uses its action to brush or wash the powder off. A creature can be affected more than once. An action spent getting rid of the powder removes all instances of it. You can use this feature an amount of times equal to your proficiency bonus. This ability refreshes when you finish a short or long rest.
Miasma of Corruption: At 6th level, you have learned to weaponize harmful chemicals while keeping yoursElf safe. As a bonus action, you can shroud yoursElf in a mist of alchemically enhanced toxins and acids. The mist extends 10 feet from you in every direction, but not through full cover. It lasts up to 1 minute, unless you are incapacitated, or you dismiss it as a bonus action. Any creature other than you that starts its turn inside of the mist takes acid damage equal to your Intelligence modifier. Additionally, creatures inside the area of effect have disadvantage on Constitution saving throws made to maintain their concentration.
Features & Traits