Base Class: Artificer
Just as potions and paintings are an art, so to are poisons. By taking the right elements, you too can create something subtle and harmful. As a Toxicologist, poisons are your forte. You learn new poisons to develop and new ways to administer poisons.
Tool Proficiency.
You gain proficiency with the Poisoner's Kit. If you already have proficiency with Poisoner's Kit, you can instead take proficiency in a set of Artisan's Tools of your choice. The Poisoner's Kit also now functions as artisan's tools for all features requiring or associated with artisan's tools.
Already Proficient
For if you're already proficient in Poisoner's Kit.
Not Proficient
For if you're not proficient in Poisoner's Kit.
Toxicologist Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Toxicologist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Toxicologist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Poison Synthesizing
At the end of a long rest, you synthesize a poison. This poison will not lose its potency until used. The poison you synthesize is one you chose from the table below. How you can use the poison is also described in the table. All Poisons described, upon being administered, have a corresponding saving throw equal to your Spell Save DC. Upon failing the saving throw, a creature will be Poisoned for a number of hours equal to your proficiency bonus, and fall under an additional effect while poison.
Synthesized Poisons
| Poison | Ability Score | Effect | Use(s) |
|---|---|---|---|
| Sleep Poison | Constitution | Unconscious. | Ingested, Inhaled |
| Fear Poison | Wisdom | Frightened of all other nearby creatures. | Inhaled, Injury |
| Allergen Poison | Constitution | Vulnerability to Bludgeoning, Slashing, and Piercing Damage. | Contact |
| Amnesic Poison | Intelligence | Forget memories from up to 8 hours before administering. | Ingested |
| Blindness Poison | Constitution | Blinded | Contact, Inhaled |
Beads of Toxin
At 5th level, you learn how to weaponize the more subtle poisons, getting them further out than you can normally reach. By taking a poison that takes effect upon Contact, Inhaling, or Injury, you can convert the poison into a number of beads equal to your proficiency bonus plus twice your Intelligence Modifier (minimum of 1). These beads can be fired from a Blowgun or Sling, thrown with an Attack action, or launched in another way. They can also be hidden into food or dissolved into drinks. If you throw them or use a Blowgun or Sling on them, you can use your Intelligence modifier plus your Proficiency bonus as the attack modifier for the roll. Upon contact with the bead, or upon the bead being ingested, a creature suffers the effects of poison the bead was made from for half the original time, regardless if the poison was made for contact or ingestion.
Noxious Fumes
At 9th level, your poisons can be made to have a disgusting smell. You have a number of charges equal to your proficiency bonus. You regain all charges after a long rest.
Upon a poison of your creation being used on a weapon if it's an Injury poison, or if it takes effect on a creature within 90 feet of you if it's a Contact, Inhaled, or Ingested poison, you can spend a charge to cast Stinking Cloud as a reaction without any verbal, somatic, or material components. The cloud is centered on the creature the poison took effect. The creature who was poisoned by your poison automatically fails the Constitution saving throw.
Additionally, whenever you poison a weapon, object, or food item, or create a Bead of Poison, you can spend a charge to prepare a Stinking Cloud spell to trigger when the poison takes effect. The cloud is centered on the creature the poison took effect. The creature who was poisoned by your poison automatically fails the Constitution saving throw.
Poison Professional
At 15th level, you've learned how to create poisons just as potent as poisons made by the next guy, but without all of the hard work. The time and money it takes to make a poison is cut to a quarter of their normal value. You will still require vital components to making each poison if there are any, but any gold cost and the time it takes to synthesize it will be decreased accordingly.
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