Artificer
Base Class: Artificer

Gleaning knowledge from both Druids and Wizards, Pharmacologists (from The Mask of Uhramel) survive through their knowledge of the magical properties found in everything around them. Using herbalism kits, alchemy tools, glass blowing tools and poisoner's kits, Pharmacologists create ampoules filled with magical tonics with a wide variety of effects. Having expertise with Blowguns, they can deploy their ampoules both to heal and to harm, even at a distance.

It Ain't Pretty, but It Works...

When you choose this specialization at 3rd level, you gain a special set of alchemist supplies called a Pharmacy Kit, that behaves different than other alchemy kits. You are proficient with your Pharmacy Kit. This kit looks like a ramshackle combination of an herbalism kit, alchemist's supplies and a poisoner's kit, and contains glassblower's tools, protective gear, and a blowgun. This kit can be used in place of an herbalism kit, alchemist's supplies, a poisoner's kit or glassblower's tools. The kit contains multiple storage compartments that can be used to hold spell components, reagents and medical supplies. It has had so many, magical reagents spilled on it that it is considered magical, and is indestructible. Your Pharmacy Kit contains the following:

  • An Herbalism Kit
  • Alchemist's Supplies
  • A Poisoner's Kit
  • Glassblower's Tools
  • A Spell Component Pouch
  • A number of 2x2x4 inch boxes for storing tonic reagents
  • An attached bandoleer that can safely store your ampoules
  • A portable grinder with a hand crank that can safely grind things as soft as tomatoes or as hard as metal
  • A plunger-driven pump for air and fluids
  • A magical box with an infinite supply of hollow needles for delivering the tonics in your ampoules
  • Personal, protective equipment (a mask, a smock, and a pair of gloves) to protect you while mixing reagents

The blowgun that your Pharmacy Kit contains is also magical, is attached to the Pharmacy Kit by a magical chord that cannot be severed, and can be used as a pipe for smoking reagents. When you use it, you may use your Intelligence modifier for both attacks and damage. Should you hit attack a target with it, piercing damage caused by this blowgun cannot be resisted by any means.

Your personal, protective equipment is also magical, and is also attached to the Pharmacy Kit by a magical chord that cannot be severed. While wearing your mask you are immune to poison and disease, but you are at disadvantage for perception and persuasion checks and cannot use your blowgun. While wearing your gloves and smock you are resistant to acid and necrotic damage and have advantage on saves against acid and necrotic attacks, spells and environmental effects, but are also at disadvantage for all attacks, cannot place ampoules or ammo in your blowgun, and you cannot climb or swim.

Being soaked in medicinal chemicals, your bandoleer is unbreakable. Your ampoules can be safely stored here without fear of breaking. You may store a number of ampoules equal to your Artificer level plus one. Reagents stored in your tonic-reagent boxes must be separated by property type (psychic, thunder, lightning, poison, fire, acid, cold, force, necrotic, radiant or physical). You may dump out a box and clean it during a long rest, and may replace the reagents with another type, provided that you have the materials on hand to do so. At level three you begin with 4 reagent boxes, and gain another reagent box for every 3 levels you take in the Artificer class.

Anesthesia?

Your experiences with non-traditional medicines (and the lack of anesthesia) have taught you to work quickly and improvise. You gain the following abilities.

  • You become proficient with the Medicine skill. If you are already proficient, you become double proficient.
  • You can perform medicine checks and administer ampoules manually (not at range) with a bonus action.
  • You can perform a medicine check to stabilize a dying creature (DC 8). Failure to stabilize the creature doesn't kill them or count against their death saves, but leaves them with a horrific scar.
  • You can load ampoules and darts so quickly that blowguns no longer possess the "Loading" quality for you.
  • You may use needles from your Pharmacy Kit as ammunition in your blowgun, and may apply poisons to the needles (if you have the poison in your possession) as a bonus action.
  • You can fire Darts from your blowgun (if you possess them), instead of throwing them.
  • You can pour a healing potion into the pipe-hole of your blowgun, allowing you to administer a healing potion from a range of 15 feet. Pouring the potion into the hole takes a bonus action, and blowing the liquid at your target takes an action (these must happen on the same turn). When blown at a target, it always hits, splattering all over the target, and has the same effect as if the target had drank the potion. However, this ability is not restricted to healing potions. You may perform this action on any target using any potion that could otherwise be drank by the target if they so chose. You may do this a number of times per day equal to your INT modifier.

This Might Sting a Little

Beginning at 3rd level, you gain the ability to break down everyday materials into their basic components, refining them into reactive agents called, "Chemical Reagents." Descriptions of these reagents and what they are refined from can be found on the Reagents List.  The reagents you create are stored in your Pharmacy kit. Each time you refine a reagent, you receive ten doses of that reagent, though a single, reagent box cannot hold more than 15 doses of any, particular reagent. Excess doses must be used upon creation or else they are discarded. After refining these reagents, you can gain benefits from them without side effects by taking ten minutes to smoke them in your blowgun (this includes reagents that would be discarded upon creation). You can also combine the reagents using your pharmacy kit to create injectable liquids called, "Tonics," that are stored in hardened, glass ampoules for later use.

Tonics can have numerous effects, as determined by the Tonic Mixing guidance. Every reagent has two, base properties called a Primary Effect and a Secondary Effect. Additionally, every reagent has an Additive Effect that is only active when used as an additive. To create a tonic, you must first select a reagent for its base properties. Selecting a reagent for its base properties requires four doses of that reagent, and will create a tonic of a specific type, as identified by color. See the Reagents List to determine the color of tonic that each reagent creates when used for its base properties. After the basic tonic has been created, you may add reagents to your tonic to change the qualities thereof. You may add up to three doses of any reagent to your tonic, including the reagent the base property is derived from. Doing so provides only the Additive Effect and not the Primary or Secondary effects. At level three you may add no more than three reagents to a tonic, but you may not add more than 3 doses of any, one type of reagent, or the tonic becomes inert (since you have combined 2 base tonics). The number of reagents you may add to a single tonic increases by two for every three levels you take in the Artificer class.

As a free object interaction, you can fit an ampoule with a needle from your Pharmacy Kit. Afterwards, you can perform a medicine check to inject it into a target, or you may fire it at a target with a blow gun. Tonics must be injected. Ingestion of a tonic will only provide the effects of the base reagent, including the harmful side effects.

Toxicity

Ingesting chemical reagents can be risky. In addition to the many effects caused by the various reagents added to tonics, most additives cause a degree of toxicity. Toxicity is tracked similarly to madness; every three points of toxicity causes a point of exhaustion. When  injecting tonics, take care not to kill yourself (or your allies). Each additive adds 1 point of toxicity each time it is added, unless the guidance states otherwise. Toxicity expires after a long rest.

Reagents List

  • Healing Reagents (Red)- Red reagents are crafted from boiling down plants and mushrooms that possess healing properties. These can include leaves, flowers, berries, roots, stems, caps, stalks, mycelium, and sap. Requisite plants can be found in any biome with a successful, DC 13, survival check, or purchased from a merchant for 2 gold. Either method produces 1 bundle of the necessary materials to create 10 doses of Red Reagent.
    • Base Reagent Effects:
      • Primary- Heal 2d4
      • Secondary- Make a CON save or enter into a Berserk Rage for 1d4 turns. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise). At the end of this rage, or if this rage is negated by additives, you suffer 1 point of exhaustion (unless a reagent gives specific guidance otherwise).
    • Additive Effects:
      • 1 dose- Heal for 1d4. Reduce toxicity by 1 point. Increase effect DC by 2 instead of 1.
      • 2 doses- Heal for another 1d4, reduce toxicity by an additional point, grant resistance to poison for 1d4 turns. Increase effect DC by 4 instead of 2.
      • 3 doses- Heal for another 1d4, reduce toxicity by another, additional point, cure poison, grant poison immunity for 1d4 turns. Increase DC effect by 6 instead of 3.
  • Hallucinogenic Reagents (Purple)- Purple reagents are created from certain types of tree bark, cacti, mushrooms, frogs, toads, slimes, and even the toxic coatings on the skin of aberrations. Requisite materials can be found in any biome with a successful, DC 13, survival check, or purchased from a merchant for 2 gold. Either method produces a scoop of the necessary materials large enough to create 10 doses of Purple Reagent.
    • Base Reagent Effects:
      • Primary- Cleanse the target of and grant immunity to enchantment spells, possession, telepathic abilities and mind control for 6 seconds.
      • Secondary- Take 2d4 psychic damage. Target creature makes a WIS save or is stunned until the start of its next turn. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- The target begins to hallucinate, and has a Comprehend Languages spell cast on them.
      • 2 doses- Target is dazed, makes attacks at disadvantage, and can take no reactions until the start of their next turn. When the effects of the tonic wear off, they don't know what hit them or who did it.
      • 3 doses- In addition to being dazed, the target begins to have horrible visions and suffers 1d4 psychic damage every time they receive damage until the start of their next turn.
  • Insulating Reagents (Brown)- Insulating reagents are created from certain rocks, glass, gems, sand, certain soils and specific, heavy fabrics. Requisite insulators can be found in any biome with a successful, DC 11, survival check, or purchased from a merchant for 1 gold. Either method produces 1 bundle of the necessary materials to create 10 doses of Brown Reagent.
    • Base Reagent Effects:
      • Primary Effect- Grant resistance to thunder, lightning, cold, fire and force damage.
      • Secondary Effect- Target must make a CON save or suffer the effects of a slow spell (as if they were in the area of effect of such a spell) until the end of their next turn. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- The target becomes very heavy, and resists attempts to be pushed, pulled, grappled or restrained as if they were one size larger for 1d4 rounds. At the end of this effect, the target gains a point of exhaustion.
      • 2 doses- The target is not only heavy, but becomes stronger, gaining the Powerful Build feature for one hour, enabling them to lift, push, pull, drag or carry as if they were one size larger. If they already had this feature, their ability increases by 1 size. At the end of this effect, they suffer two additional points of exhaustion instead of the 1 point caused by being heavy.
      • 3 doses- In addition to becoming heavy and stronger, the target reduces all incoming damage by 3 points per attack or spell.
  • Conductive Reagents (Turquoise)- Conductive reagents are made from a blend of copper, gold and iron. The necessary components can be created by using 10 copper coins, 1 gold coin, and 1/2 pound of iron or steel. The requisite iron or steel can be gathered from broken weapons and armor or purchased from a merchant for 1 gold (the cost of a dagger). Grinding these metals together into powder creates 1 scoop of the materials necessary to create 10 doses of Turquoise reagent.
    • Base Reagent Effects:
      • Primary- Target creature begins to move quickly, and is immune to being slowed or petrified for 1d4 rounds. They may dash as a bonus action on until the end of the last turn of this effect.
      • Secondary- Cause the target to make a CON save or be vulnerable to acid, cold, fire, lightning, or thunder damage for 1d4 rounds, with the effect ending at the end of their last turn of the effect. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- The tonic overcomes the magic resistance of Fey and lowers exhaustion by 1 point.
      • 2 doses- The tonic also overcomes the regenerative abilities of monsters, and lowers exhaustion by a second point.
      • 3 doses- The tonic also overcomes the resistance abilities of elementals, and lowers exhaustion by a third point.
  • Poisonous Reagents (Green)- Green reagents can be crafted from toxic plants and mushrooms, contaminated water, venom sacks and toxic body parts of beasts and monsters that can be found in any biome. Requisite plants can be found in any biome with a successful, DC 10, survival check, or purchased from a merchant for 1 gold. Either method produces 1 bundle of the necessary materials to create 10 doses of Red Reagent.
    • Base Reagent Effects:
      • Primary Effect- The target is calmed as if it had been hit with a Calm Emotions spell. This effect lasts for 1d10 turns.
      • Secondary Effect- The target makes a CON save or it becomes vulnerable to Poison damage for 1 minute. If the target was immune to poison, it becomes resistant instead of immune for the duration. If it was previously resistant, it is no longer resistant, instead of being vulnerable. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- Target is cured of 1 disease. Toxicity increases by 2 instead of 1.
      • 2 doses-  Additionally, the targeted creature is cured of 1 status effect. Toxicity increases by 4 instead of 2.
      • 3 doses-  Target is cured of all diseases and status effects. Toxicity increases by 6 instead of 3.
  • Acidic Reagents (Gray)- Gray reagents are crafted from sour plants and citrus fruits, decaying sugar, the remains of oozes, dung, expired alcohol and entrails. Requisite materials can be found in any biome with a successful, DC 13, survival check, or purchased from a merchant for 3 gold. Either method produces 1 vial of the necessary materials to create 10 doses of Gray Reagent.
    • Base Reagent Effects:
      • Primary Effect- Grant the target darkvision at a range of 30 feet for 1 hour. If the target already had dark vision, increase the range by 30 feet. This tonic grants the ability to see through magical darkness as if the target had Devil Sight.
      • Secondary Effect- Cause 1d4 acid damage. Make a CON save or take this damage every turn for 1d6 turns. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise). While suffering the lingering effects of this damage, the target's movement speed is halved.
    • Additive Effects:
      • 1 dose- Cause 1 acid damage. Reduce toxicity by 2 instead of increasing by 1.
      • 2 doses- Cause 2 acid damage. Reduce toxicity by 4 instead of increasing by 2.
      • 3 doses- Cause 3 acid damage. Reduce toxicity by 6 instead of increasing by 3.
  • Cooling Reagents (Blue)- Blue reagents are made by combining equal parts Orange and Gray reagents, and then mixing them with ashes from a campfire, wood stove or another source. Distilling a solution from 5 doses of Gray reagent and 5 doses of Orange reagent, mixed with 1 copper worth of ashes creates 10 doses of Blue reagent. When blue reagent is used as the base of a tonic, the tonic is pressurized with your air pump. The release of the pressurized tonic causes freezing as it expands from the head of the needle into the body of a target, or even into the air, should the needle be unable to penetrate the skin.
    • Base Reagent Effects:
      • Primary effect- The tonic grants immunity to hot temperatures in the environment for an hour and grants resistance to fire for 1d4 turns. If the target was already resistant, they become immune. If the target was vulnerable to fire, it now reacts normally to fire.
      • Secondary effect- The target must make a CON save or take 1d4 Cold damage and have their movement speed reduced to zero for a number of turns equal to the cold damage they took. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects: The tonic causes 
      • 1 does-The tonic causes an additional 1d4, Cold damage, and effects one, additional target in an adjacent square of your choice.
      • 2 doses-The tonic causes another, additional 1d4, Cold damage, and effects another, additional target in an adjacent square of your choice.
      • 3 doses-The tonic causes another, additional 1d4, Cold damage, and effects another, additional target in an adjacent square of your choice.
  • Burning Reagents (Orange)- Orange reagents are created by distilling the secretions of rotten foods and organic matter, and combining them oil. The requisite secretions of organic matter for the tonic can be found in any environment with a DC 8 Survival check, or purchased from a merchant for 1 silver. These components are then mixed with a flask of oil to produce 10 doses of Orange reagent.
    • Base Reagent Effects:
      • Primary Effect- The tonic grants immunity to cold temperatures in the environment for an hour and grants resistance to cold for 1d4 turns. If the target was already resistant, they become immune. If the target was vulnerable to cold, it now reacts normally to the cold.
      • Secondary Effect- The target becomes flammable. The next time it is hit with fire damage of any type, it must make a DEX save or take 2d6, additional fire damage and be set on fire. They must repeat this save every round until the fire is put out. It may be put out with the target's action. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- Cause 1d4 fire damage and cure the slowed status.
      • 2 doses- Cause and additional 1d4 fire damage and increase movement speed by 10 feet per turn for an amount of turns equal to the additional fire damage.
      • 3 doses- Cause and additional 1d4 fire damage, increase movement speed by another 10 feet per turn, and if the target is on fire, the target is hasted for as long as the target is on fire.
  • Weakening Reagents (Black)- Black reagent is made in a rather grizzly fashion, by boiling down entrails or rotting corpses. There is no check necessary for this process, provided that corpses are readily available. If they are not, you can boil down a day's rations instead. However, this process takes four hours to complete, smells awful, and can be detected from a mile away.
    • Base Reagent Effects:
      • Primary Effect- The target begins to smell repulsive and vile. Beasts, Monstrosities and Insects will avoid the target if possible for 1 hour, and are at disadvantage to attack the target with natural weapons such as teeth or claws.
      • Secondary Effect- The target becomes ill, and must make a CON save against disease or take 2d6 necrotic damage and become infected with, "Unholy Fever," until cured by lesser restoration, remove curse, or a similar spell. While infected, undead attack the target with advantage, the target cannot hide from undead creatures. When a target is infected with Unholy Fever, they become the target of a Revenant, which spawns immediately in the nearest, empty space to the target, crawling up from the ground (regardless of what material the ground is made from). This Revenant has 1 hit point, plus 20 hit points for every additive in the tonic, though it does not have the Vengeful Glare of other Revenants. The DC for this effect is 8+[the number of additive reagents added to the tonic] (unless a specific reagent gives guidance otherwise).
    • Additive Effects:
      • 1 dose- The Primary Effect of the base tonic is negated.
      • 2 doses- Additionally, for 1d4 hour, the target's Wisdom is increased by 1, but their Constitution is lowered by 1.
      • 3 doses-  For an additional 1d4 hours, the target's Wisdom increases by another, additional point, but their Constitution is lowered by an additional point.
  • Repelling Reagents (Yellow)- Yellow Reagent is made from combining oil, wax and soap. These materials can be purchased from a merchant for 7 silver and 2 copper, or can be crafted in 4 hours from natural ingredients in any biome with a successful, DC 13 Survival check.
    • Base Tonic Effects:
      • Primary Effect- The target cannot be detected by smell, repels water (granting advantage against environmental effects caused by moisture), and becomes resistant to Acid. If this tonic is poured onto a weapon or armor, the weapon or armor becomes immune to acid for 24 hours, but the tonic is consumed in the process.
      • Secondary Effect- The target becomes sticky and begins to excrete bubbles, reducing their movement speed by half, and making them unable to take attacks of opportunity.
    • Additive Effects:
      • 1 dose- Causes the base tonic to grant advantage on Acrobatics or Strength checks to break free of being grappled or restrained for 2 turns.
      • 2 doses-  In addition, causes the target disadvantage on DEX saves for 2 turns.
      • 3 doses-  In addition, doubles the toxicity of the tonic.
  • Purifying Reagents (White)- White reagent is crafted from the grinding of limestone, dried bones, coral or seashells, to release calcium bicarbonate and other, like chemicals.
    • Base Tonic Effects
      • Primary Effect- The target has Lesser Restoration cast on them upon injection, and is relieved of one level of exhaustion.
      • Secondary Effect- The target cannot receive the benefit of any spell or ability that grants temporary hit points, and all temporary hit points are removed from the target. If the target has been animated by necromancy or by an ability that would raise up an undead creature, and that has a CR lower than 5, it is stunned for 1 turn.
    • Additive Effects
      • 1 dose- The secondary effect of the tonic is negated.
      • 2 doses- Additionally, the tonic cures a single status effect.
      • 3 doses- Additionally, the tonic reduces the toxicity level of the target by 3 points.
  • Anti-Magic Reagents (Silver)- Silver reagent is crafted from the grinding and shaving of silver, and can be crafted from coins, in a pinch, if ingots are unavailable. One silver coin creates a single dose of Silver reagent.
    • Base Tonic Effects
      • Primary Effect- The target becomes magic resistant, and is unaffected by Bane or Curses for (1d4+2)x6 seconds. If they were under the effect of Bane or a Curse, the effect resumes when the tonic wears off, if applicable.
      • Secondary Effect- The target cannot be the target of Bless, Guidance, Resistance, or Bardic Inspiration, nor can the be protected by Mage Armor, for (1d4+2)x6 seconds. If they were under the effect of one of these, that spell or effect is negated. Ampoules containing this tonic in any amount will bypass the Shield spell. 
    • Additive Effects
      • 1 dose- The base tonic now grants +1 to all saves for 1 turns.
      • 2 doses- The base tonic grants an additional +2 to all saves for an additional turn.
      • 3 doses- The base tonic grants and additional +3 to all saves for an additional turn.

Tonic Mixing

  • As an action, you may mix reagents using the guidance above. Every crafted tonic provides two ampoules of tonic for every 3 ingredients, provided you have the necessary supply of empty ampoules. Any leftover tonic from creation that is not put into ampoules is immediately discarded.
  • Mixing tonics in battle is treated as if you are trying to cast a spell, and can be interrupted by anything that can interrupt the casting of a spell.
  • Tonics crafted prior to battle cannot be interrupted.
  • Your bandolier can hold a number of ampoules equal to twice your level, plus one. Ampoules stored on your bandolier are safe from harm, but once removed from the bandolier, they can be broken if you are disarmed or fall unconscious.

Organic Chemistry

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Therapeutic Chemistry

Starting at 9th level, you can incorporate restorative reagents into some of your works:

  • Whenever a creature comes under the effect of a tonic that you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point), unless it is prevented from doing so.
  • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Preventative Medicine

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

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