Fighter
Base Class: Fighter

The Toxic Avenger is a creature of polar opposites, depending on the flow of chemicals running through their veins. When the drugs flow freely, the Toxic Avenger can control the chemistry of their own body to overcome any obstacle. However, as their reliance on chemicals grows, eventually they will lose their potency.

When the flow of drugs finally ebbs, the Toxic Avenger undergoes a terrible transformation as the desperate craving sets in. As the urge grows stronger, so do the changes, until the Toxic Avenger might be almost unrecognizable from their chemical-rich persona.

Recreational User

When you choose this archetype at 3rd level, you can produce drugs and relish their consumption. You gain proficiency with alchemist’s tools and can consume a dose of drugs when you use your Second Wind.

Catalyst

Starting at 3rd level, you become capable of using latent chemicals that remain in your body to give you an edge. When you consume a dose of drugs, you can use that drug’s Catalyst (see “Catalyst” table) and gain a level of addiction with that drug. If you do so, you don’t make an addiction saving throw.

If you are already at addiction level 3 with the consumed drug, then you cannot gain the benefit of the drug’s Catalyst.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Drug Effect

Amp

You gain 60 feet of blindsight for 1 minute.

Grind or Valhalla

You add 1d4 to attack rolls for 1 minute.

Muse

You gain advantage on Constitution ability checks or saving throws for 1 hour.

Nameless

You gain advantage on Charisma ability checks or saving throws for 1 hour.

Nightlight

You gain the benefits of a short rest after a period of downtime at least 10 minutes long.

Nirvana

You gain resistance to all damage until the end of your next turn.

Sharp

You gain advantage on Intelligence ability checks or saving throws for 1 hour.

Wave

You gain advantage on Wisdom ability checks or saving throws for 1 hour.

Desperate Hunger

At 3rd level, the unfulfilled urge to feed your addictions makes you increasingly deranged. When you enter withdrawal, or after taking a long rest while in withdrawal, you do not gain levels of exhaustion.

While you are in withdrawal, you cannot use any Catalysts, and as a bonus action, you can bite a target as an unarmed strike using your Strength or Dexterity (your choice) for the attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier (your choice). When you hit with this bite attack, you can use your Second Wind.

The damage die for your bite increases to a d8 at 7th level, and to a d10 at 15th level. At 7th level, when you bite a target in this manner, you can choose to deal acid damage instead of piercing.

Additionally, when you finish a long rest in withdrawal, and for each additional long rest you finish, you suffer the following drawbacks until you are no longer in withdrawal:

  • 1st Long Rest. You have disadvantage on Charisma ability checks.
  • 2nd Long Rest. You cannot read.
  • 3rd Long Rest. You have disadvantage on Wisdom ability checks.

Rehab

Starting at 7th level, you become more accustomed to the ebb and flow of toxins in your body. When you reduce an addiction level, you can choose to reduce another addiction level for any drug by 1.

The Good Stuff

At 10th level, you become capable of quickly creating and purifying drugs for your personal stash. If a drug or Catalyst would have you add 1d4 to an ability check, saving throw, or attack roll, you can instead add 1d6.

Additionally, over the course of a long rest, you can create a number of special drug doses from the common drug list equal to your proficiency bonus. If a creature other than you consumes one of these special doses, they must make a DC 13 Constitution saving throw. On a failed save, they take 3d6 poison damage and are poisoned for 1 minute.

Self-Medicated

At 15th level, your body begins internally producing its own chemicals. Choose one drug from the common drug list. You permanently gain the effects of that drug, and can use that drug’s Catalyst on your turn (no action required) without needing to consume it or gain a level of addiction.

When you finish a long rest, you can replace the effects of this drug with a different one from the common drug list.

Toxic Mania

Starting at 18th level, you can enter a drug fueled frenzy that renders you nearly unstoppable. Overdosing no longer causes you to fall unconscious when you fail the saving throw by 5 or more.

While you are under the effects of the overdosing condition, having 0 hit points doesn’t knock you unconscious, and you are immune to poison damage. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points, but you do not die when you fail your third death saving throw until the overdosing condition ends or you fall unconscious.

Toxic Avenger Image

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