Base Class: Artificer
Your experiments with various poisons and antidotes grant you the ability to produce Poison Tonics.
Known Spells
Known Spells
Poisons and Weapons
3rd-level Apothecary feature
You gain proficiency with martial weapons and the poisoner’s kit. If you are already proficient in the poisoner’s kit, you gain proficiency with one other type of artisan’s tools of your choice.
Poison Tonics
3rd-level Apothecary feature
Your experiments with various poisons and antidotes grant you the ability to produce Poison Tonics. Whenever you finish a short or long rest, you can expend a spell slot of 1 level or higher to create a Poison Tonic. Roll either on the Combat Tonics or Adventuring Tonics Table to determine the effect. You can produce Poison Tonics equal to your Proficiency Bonus per day. There can be Poison Tonics equal to your Intelligence modifier (minimum of 2) in existence. If you produce more than that, choose one of the existing ones to be replaced.
As a bonus action, a creature can consume a Poison Tonic to receive its effects. Alternatively, it can be thrown at a creature using an action, forcing the target to succeed a Constitution saving throw against your spell save DC or receive its effects. A creature can choose to fail this saving throw automatically.
Combat Tonics
| d4 | Effect |
|---|---|
|
1 |
Healing. The drinker gains 2d6 + your Intelligence modifier temporary hit points. When these temporary hit points go to 0, you take 1d6 poison damage. |
|
2 |
Brace. The drinker gains a bonus of 1d4 to their AC for 1 minute. After 1 minute, the drinkers AC is lowered by 1 for 10 minutes. |
|
3 |
Resistance. The drinker gains Resistance to all damage types except poison until their next turn but cannot use Reactions and their movement speed is reduced by 5ft. |
|
4 |
Restoration. The drinker loses all conditions except for exhaustion and unconscious. |
Adventuring Tonics
| d4 | Effect |
|---|---|
|
1 |
Swiftness. For 1 minute the drinker may use the Dash action as a Bonus Action. If they Dash on a turn, they gain swimming and climbing speed equal to their walking speed. After 1 minute, they have a speed of 0ft until the beginning of their next turn. |
|
2 |
Communication. The drinker can speak and write all languages for 1 hour. They can also communicate telepathically with a target they see within 30ft. Afterwards, the drinker is deaf and cannot speak for 10 minutes. |
|
3 |
Sense. The drinker gains 60ft additional Darkvision and has advantage on Perception and Investigation. After 1 hour, they lose these benefits and become blinded for 1 minute. |
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4 |
Inspiration. The drinker gains Inspiration until the end of their next long rest. When they use this Inspiration, they are poisoned until the end of their next turn. |
Over time, you increase your understanding of the Poison Tonics learning their recipes. The DM can give you the recipe for one or multiple Poison Tonics during the time of your adventure. If you have the recipe for a Poison Tonic, you can choose to create that specific one instead of rolling. Doing so costs either 10gp or 1 hour searching for the ingredients.
Effect of Perfected Craft
Combat Tonics
| d4 | Effect |
|---|---|
|
1 |
Healing. The drinker gains 3d6 + your Intelligence modifier temporary hit points. When these temporary hit points go to 0, you take 1d6 poison damage. |
|
2 |
Brace. The drinker gains a bonus of 1d6 to their AC for 1 minute. After 1 minute, the drinkers AC is lowered by 1 for 10 minutes. |
|
3 |
Resistance. The drinker gains immunity to nonmagical Slashing, Piercing and Bludgeoning Damage and resistance to all damage types except poison until their next turn but cannot use reactions and their movement speed is reduced by 5ft. |
|
4 |
Restoration. The drinker loses all conditions except for unconscious. |
Adventuring Tonics
| d4 | Effect |
|---|---|
|
1 |
Swiftness. For 1 minute the drinker may use the Dash action as a Bonus Action. If they Dash on a turn, they gain swimming, climbing and flying speed equal to their walking speed. After 1 minute, they have a speed of 0ft until the beginning of their next turn. |
|
2 |
Communication. The drinker can speak and write all languages for 1 hour. They can also communicate telepathically with a target they see within 120ft. Afterwards, the drinker is deaf and cannot speak for 10 minutes. |
|
3 |
Sense. The drinker gains 60ft Truesight and has advantage on Perception and Investigation. After 1 hour, they lose these benefits and become blinded for 1 minute. |
|
4 |
Inspiration. The drinker gains Inspiration until the end of their next long rest. When they use this Inspiration, they are poisoned until the end of their next turn. |
Weapon's Poison
3rd-level Apothecary feature
Your abilities aren’t limited to helping others. Your knowledge of poisons can be used to harm as well. As a bonus action, you can touch a weapon and apply the Weapon’s Poison. The next time that weapon hits a target, the target must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your Intelligence modifier and be poisoned until the end of your next turn. You may use this feature a number of times equal to your proficiency bonus. You restore all expended uses when you finish a long rest.
Improved Tonics
5th-level Apothecary feature
Your understanding of the poisons has increased. When rolling to create a tonic, you roll twice instead and choose either roll to determine the tonic. You can only do this, if the expanded spell slot is 2nd-level or higher. Additionally, you can produce one Poison Tonic per day without expanding a spell slot.
Effect of Prefected Craft
Your understanding of the poisons has increased. When rolling to create a tonic, you roll twice instead and choose either roll to determine the tonic. Additionally, you can produce one Poison Tonic per day without expanding a spell slot.
Lingering Poisons
9th-level Apothecary feature
As a bonus action, you can throw your Weapon’s Poison at a creature expanding one use of your Weapon’s Poison ability. A weapon of that creatures’ choice gains the effects of Weapon’s Poison. Alternatively, you can throw the Weapon’s Poison onto a surface coating a 10-foot square until the end of your next turn. Every creature that moves into the coated area for the first time on their turn or starts it’s turn there, must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your Intelligence modifier and be poisoned until the end of its next turn.
Perfected Craft
15th-level Apothecary feature
You are capable of extracting the best out of every Poison Tonic you produce. The Improved Tonics feature triggers independent of which spell slot you used. Use the Heightened Combat or Adventuring Tonics Table when determining the effect. This includes producing a Poison Tonic through a known recipe.
Additionally, your body adapted to the substances of your profession. You are resistant to poison damage and immune to the poisoned condition.
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