Artificer
Base Class: Artificer

While most Harmacists have a healthy respect for the healing properties of plants they have always been more interested in the toxic and mutative properties. The common view of poisons as the tool of shadows has always felt like an arbitrary social position on the subject. After all poison is just a tool with no innate moral implications. Harmacists are experts at using what many see as toxins to twist and change their own physical attributes in addition to the standard poisons.

Researchers Kit

3rd-level Harmacist feature

You gain proficiency with Heavy Armor. You gain proficiency with a one-handed melee weapon. You gain proficiency with poisoner's kit

Alchemist Spells

3rd-level Harmacist feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Harmacist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Alchemist Spells

Artificer Level Spell

3rd

 detect poison and disease, charm person 

5th

 ray of enfeeblement, blindness/deafness 

9th

slow, bestow curse 

13th

 death ward, vitriolic sphere 

17th

 contagion, hold monster 

Toxic Brawler

3rd-level Harmacist feature

You have built a device to disperse harmful concoctions after you've pierced their defenses. After a successful melee attack you can roll on the symptoms table and apply the effect to the targeted creature. You can do this a number of times a day equal to your proficiency bonus. Saving throws activated by this ability are against your spell save DC. Targeted creatures may choose to fail the saving throw.

Symptoms

[roll]1d6[/roll] Effect

1

Poisoned. The target creature takes 1d4 + your Intelligence modifier of poison damage. Target must make a Constitution saving throw. On a failed save the target is poisoned.

2

Slow. The target creature must make a Dexterity saving throw. On a failed save the targets movement is halved for 1 minute.

3

Sickened. The target creature has disadvantage on saving throws until the end of your next turn. 

4

Glowing. The target creature must make a Dexterity saving throw. On a failed save it begins to glow with a dim light in a 10-foot radius. Attacks against the target have advantage if the attacker can see it. The target creature can't benefit from being invisible. This effect lasts for 1 minute.

5

Grease. Slick grease occupies the ground where the target creature stands. It must succeed a Dexterity saving throw or else fall prone. The grease dissipates immediately after the saving throw is resolved. 

6

Hallucinogen. The target creature must make a Wisdom saving throw. On a failed save you may choose to affect the creature with either the charmed or frightened condition. Effect lasts 1 minute or until the creature is attacked by you or an allied creature.

Combat Dispersal

5th-level Harmacist feature

You have further refined your dispersal system so that you can quickly load potions or poisons into the system. After landing a successful melee attack you may use a bonus action to load a potion or poison you have in your possession and attempt to use it on a targeted creature within melee range. Creatures must make a Dexterity saving throw against your Spell Save DC. Failed saving throws will result in the effects of the potion or poison being applied without any additional saving throws. Willing or unconscious creatures automatically have the effects applied. You can do this a number of times per short rest equal to 1+ your Intelligence modifier (Minimum of 1). Regained on a short rest.

Mutagenic Tincture

9th-level Harmacist feature

After working with various toxins for so long they have begun to affect you much differently than they affect other creatures. Instead of targeting a creature with your Toxic Brawler feat you may instead target yourself and roll on the mutation table. This consumes a use of Toxic Brawler to do so. This can also be done as an action. You may only have a single mutation at a time, with new mutations replacing the previous mutation. Mutations reset on a long rest. 

Mutations

[ROLL]1D6[/ROLL] EFFECT

1

Bark. Your skin begins to harden and crack like the bark of a tree. +1 to your AC.

2

Extra Legs. Your hindquarters extend into an equine shape, quickly developing a new set of legs. Movement speed increased by 10 feet. When you climb each foot of movement costs you 4 extra feet.

3

Ooze Body. You begin to look slightly transparent and just a bit green. You gain resistance to Poison and Acid damage. 

4

Hulking. You grow to the largest possible size for a Medium creature. You gain advantage on Strength checks and deal twice your Strength Modifier when dealing Strength Damage.

5

Acid Reflux. Something begins bubbling up your throat and forms a unsightly sack on your neck. While you have this mutation you know the cantrip acid splash and can use it as a bonus action if you made a melee attack this turn.

6

All Seeing. Your body sprouts a hundred new eyes covering various parts of your body. You cannot be surprised and have advantage on initiative rolls. Additionally you have advantage on saving throws against the blinded condition. 

Automated Harvest

15th-level Harmacist feature

 You've finally reached the point where the gathering of ingredients is just wasted time. Time that could be spent working on other endeavors. When a creature that is hostile to you dies while within melee range you gain 5 temporary hit points. If that creature was affected by your Toxic Brawler feature, you may regain a use of Toxic Brawler.

After each long rest you may create a Toxin and a Mutagen. Roll on the Toxic Brawler and Mutation tables. These replace existing Toxins and Mutagens if you have any unused. The created mutagen can be used on allies in range or yourself as an action or after landing a successful melee attack. (You can only have a single mutagen active so rolling on the table later will remove the mutation from the ally.) The created Toxin may be used in place of rolling on the Toxic Brawler table or as a bonus action using Combat Dispersal. If a Toxin is used with Combat Dispersal you may target two creatures instead of one. 

Poisons take half the gold in materials to create.

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