Diffuser
Rogues of the Diffuser archetype specialize in dispersal, turning toxins, alchemical agents, and subtle compounds into airborne threats. Whether through incense, smoke bombs, vaporized poisons, or unseen haze, a diffuser controls the battlefield by saturating the air itself.
Level 3: Distilled Fragrance
You gain proficiency with Alchemist’s Supplies and the Poisoner’s Kit.
You can apply a poison or similar coating to a weapon as a bonus action rather than as an action.
Level 3: Diffusion Concoctions
At the end of a long rest, you prepare a number of concoctions equal to your proficiency bonus. Each concoction is expended when used. Your Diffusion save DC equals 8 plus your proficiency bonus plus your Intelligence modifier. You are immune to the effects of your own concoctions.
When you create a concoction, choose one of the following effects:
- Irritant Vapor. A creature that fails the saving throw is poisoned until the start of your next turn.
- Numbing Fumes. On a failed save, the creature can’t take reactions until the start of your next turn.
- Dulling Scent. On a failed save, the creature’s Speed is reduced by 10 feet, and it has disadvantage on Wisdom (Perception) checks for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
- Beguiling Aroma. On a failed save, the creature has disadvantage on ability checks and attack rolls against creatures other than you until the start of your next turn.
You can deliver a prepared concoction in the following ways:
Coating. When applied as a weapon coating, the concoction lasts for 10 minute. On a hit, the target must make a saving throw against the concoction. A creature can be affected by the effect only once per turn.
Diffused Mist. As an action, you can release the concoction as a mist centered on yourself, which moves with you and lasts for 1 minute. The mist has a 10-foot radius and is lightly obscured. A creature that enters the mist for the first time on a turn or ends its turn there must make a saving throw against the concoction. A creature can be affected by the same mist only once per turn.
Level 9: Antitoxin Adaptation
When you create your concoctions, you can designate a number of creatures equal to your proficiency bonus. The chosen creatures are immune to your concoctions until your next long rest.
Your concoctions can be used by others. A creature can use its action to release one of your prepared concoctions, using your Diffusion save DC and chosen effect. If the concoction creates a mist, it is centered on that creature and follows it as normal.
Level 13: Silent Fragrance
You can refine your concoctions to be imperceptible.
When you release a concoction, you can choose to make it invisible and odorless. When you do so, the mist is no longer lightly obscured, and creatures have disadvantage on saving throws against that concoction.
Additionally, when you release a concoction as a mist, you can choose to have it linger at a point within 30 feet of you instead of centering it on yourself. When you do so, the radius increases to 20 feet, and the mist remains stationary for its duration.
Level 17: Master Diffuser
Your mastery allows you to layer multiple compounds into a single dispersal.
When you create a concoction, you can choose two different effects instead of one. When a creature fails its saving throw against that concoction, it suffers both effects simultaneously.