Base Class: Rogue
A master of dark alchemy, a Toximancer is a person who initially learned the arts of alchemy discovering the various elements to it before delving deep into those that cause the most harm creating various brews from Acidic Elements all the way to Necrotic Elements. The way they utilise this form of alchemy has grown so far they have learned magic alongside it allowing for the ability to generate a more diluted brew without the need of alchemy.
Bubble and Boil
At 3rd level, you have learned how to warp and distort the weave around you to bring out the toxic elements you need allowing to turn the damage associated with sneak attack to either Acid or Poison Damage additionally if a weapon you wield already deals Acid or Poison damage you can ignore the requirements for sneak attack as long as the weapon is Ranged or has the finesse property. Additionally you gain proficiency in poisoner kit and if you have feature that gives expertise in a skill you can take expertise in Poisoner's Kit instead.
Toxic Weave
At 3rd level, you've learned how to warp and distort the magic around you into a toxic slime allowing you to cast Acid Splash and Poison Spray Cantrips using your intelligence modifier as a casting modifier while also giving you the ability to cast Inflict Wounds an amount of times per long rest equal to your Proficiency modifier. If you cast one of these spells through this feature you can treat the damage as if having originated from a Finesse or Ranged Weapon allowing you to use Sneak Attack on the spell.
Experted Poison Crafter
At 9th level, you have advanced your studies of toxins and dangers allowing you to produce twice the batch of poisons if you create one and through your magical capabilities you can change the application type how you would like, for example if you had a poison that is usually Ingested you could switch it to being an inhaled potion. If you do produce an inhaled poison the poison will only become a gas if outside of its container converting from a liquid to a 10 foot by 10 foot gas that fades after 1 round since it was poured out.
Blended Death
At 13th level, whenever a creature fails against poison damage that originates from you instead of suffering the full poison damage you can half the damage dealt with that damage roll and apply the Poisoned Condition. This condition lasts till the end of the creatures next turn. Additionally any creatures immune to the poisoned condition has its immunity ignored if the condition originates from you the same goes for Poison or Acid Damage.
Take your own product
At 17th level, due to your constant exposure you have built up tolerance within your body and resistance from your skin causing you to obtain resistance to Acid and Poison Damage alongside advantage to saving throws involving the damages.
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