Base Class: Artificer
A toxicologist that can grapple; much more potent with a variety of poisons when given the chance.
Poisonous Preparations
3rd-Level Grappling Toxicologist Feature
Starting at 3rd level, you come with a new set of tests. You gain proficiency in the Poisoner’s Kit and Alchemist’s Supplies. If you are proficient in any of those tools, you gain proficiency in another set of Artisan’s Tools.
In addition, any poison takes a quarter of the time and half of the cost to create. And you have advantage on checks to create, craft, extract and harvest poison.
Grappling Toxicologist Spells
3rd-Level Grappling Toxicologist Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Grappling Toxicologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Grappling Toxicologist Specialist Spells
|
ARTIFICER LEVEL |
SPELLS |
|---|---|
|
3rd |
Bane, Ray of Sickness |
|
5th |
Hold Person, Web |
|
9th |
Slow, Stinking Cloud |
|
13th |
Death Ward, Greater Invisibility |
|
17th |
Contagion, Hold Monster |
Toxic Gear
3rd-Level Grappling Toxicologist Feature
When you take on this path, you have created the necessary gear for your enemies. Beginning of 3rd level, you gain yourself a mask and a set of claw gauntlets. The mask and gauntlets are considered Simple, Melee Weapons and Unarmed Strikes with the finesse property, but you can use your Intelligence if you wish for attack and damage rolls; in addition, you can change their usual damage type into Poison or Psychic. You can apply poisons onto those weapons without damaging and giving negative effects to yourself.
Venomous Mask. The mask grants two attacks, a Venom Fang, a melee, bite focus attack that deals 1d10 plus your modifier in Piercing Damage. And a specialized Poison Breath attack that is a 60 ft. long by 5 ft. wide line that requires a Constitution or Intelligence Saving Throw for those in that line, dealing 2d8 plus your modifier on a failure, half on success. The breath requires a recharge with a d6, recharging on a 6.
If you have a Bite attack, you can apply your bite’s effects on top of Venom Fang.
If you have a Breath attack, you can infuse your breath attack and effects onto the Poison Breath while wearing the mask, replacing the damage dice with your breath if it is higher also but it turns it into Poison damage.
Toxic Gauntlets. These are a melee focused weapon attack, dealing 1d6 plus your modifier in Slashing Damage. When you reach 10th level, you can apply a ranged weapon onto it but the additional damage turns into Poison.
The mask and gauntlets can be summoned as an action and despawned as a bonus action.
Poisonous Grapple
3rd-Level Grappling Toxicologist Feature
Starting at 3rd level, you get your body ready for the possible future.
- You gain resistance to Poison damage.
- You gain proficiency in Acrobatics and can use Acrobatics for jumping, grappling, shoving and tumbling.
- Your Unarmed Strikes deal 1d6 and you can use your Dexterity modifier in place of Strength for your Unarmed Strikes.
- You are not limited by your Jumps and it costs only 5 feet of movement for both. However, it still requires the necessary actions to do so.
Poisonous Works
5th-Level Grappling Toxicologist Feature
Hitting 5th level, you are able to do a bunch of things involving poison and healing.
- You are able to add your Intelligence modifier to damage rolls involving Poison damage and Poisons.
- When you use the Attack action, you can attack twice with a poison, cast twice a poison damage or poisoned condition granting cantrip, implement two items involving poisons, salves or use Grapple and Shove.
- When you use a leveled spell that deals Poison damage, grants the Poisoned, Diseased conditions, you can cast a cantrip, make a Grapple check or make one weapon attack as a Bonus Action.
Toxic Hold Up
9th-Level Grappling Toxicologist Feature
Beginning of 9th level, you gain the following benefits for your newest push into poisons:
Poisonous Blood. A target that touches you or hits you with a melee attack, or you make a grapple onto them and also during your turns while having them grappled, takes 6 (1d8 plus your Intelligence Modifier (minimum of 2)) Poison damage and must make a Constitution Saving Throw against your Spell DC.
Upon failure, they gain the Poisoned condition, even if they are immune to it, for one minute. While Poisoned, they take 1d6 Poison damage at the start of their turns, each time they take Poison damage and when they fail again at their saves to get rid of the Poison. They can get rid of this Poisoned condition through saving with the same saving throw at the start of their turns (after taking the poison damage), an Action or Reaction Medicine check against your Spell DC, or through Lesser Restoration or similar spells or abilities.
If they bite you or attempt to consume you, they have disadvantage on the saving throw.
Poison Bulk Up. Poisons used and/or created by you would bypass Poisoned condition immunity.
Toxic Grapple. You gain a 1d6 bonus to grappling checks. If you succeed with a 18, 19 or 20 on your d20 with grappling, you restrained the creature as well with your grapple.
Poison Extensions
15th-Level Grappling Toxicologist Feature
Reaching 15th level, you are able to pursue the knowledge of poisons and incorporate them into your arsenals.
Poisonous Knowledge. You are always under the effects of the Detect Poison and Disease spell. And all poisons used and/or created by you, utilizes your Spell Attack Roll and Spell DC.
Poisonous Resistance. You are immune to Poison damage, Disease and Poisoned conditions, and resistant to Acid damage.
Deadly Tail. You have now a Tail. You can summon it and despawn it as a Bonus Action, and customize its appearance to however you wish. The Tail is considered a Simple, Melee Weapon and Unarmed Strike that utilizes your Dexterity or Intelligence for attack and damage rolls, and deals 2d6 plus your modifier Poison Damage.
Deadly Cantrips. You add your Intelligence modifier to your cantrips that deal Poison damage, even if they miss or the target succeeds the saving throw, they take that damage.
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