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 grow, 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 any bonus action, such as when you use your Second Wind.

Catalyst

Starting at 3rd level, you become capable of harnessing your body's glands and organs to produce powerful chemicals that give you an edge. As a bonus action, or as a part of any other bonus action you take, you can choose to use a Volatile Catalyst or a Stable Catalyst. Roll a d4 on either table to determine its effect, or spend a Hit Die to choose one effect from either table. If you use this ability and gain an effect that is already effecting you, the new effect replaces the older one.

You can use this feature a number of times equal to your Constitution modifier + your proficiency bonus, and you regain all expended uses when you finish a long rest. Alternatively, you can spend your Second Wind feature to use this feature. Using the feature in this manner does not count against your normal number of uses.

Volatile Catalyst
D4 Effect

1

You roll a d4 and add the number rolled to all attack rolls for 1 minute.

2

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

3

You gain advantage on all weapon attack rolls until the end of your current turn.

4

You gain advantage on Strength, Dexterity, or Constitution (your choice) ability checks and saving throws for 1 hour.

Stable Catalyst
d4 Effect

1

You roll a d4 and add the number rolled to all ability checks for the next hour

2

You can't be charmed or frightened for 10 minutes. If you are charmed or frightened when you gain this effect, the effect is suspended for the duration

3

You gain temporary hit points equal to twice your fighter level.

4

You gain advantage on Intelligence, Wisdom, or Charisma (your choice) ability checks and saving throws for 1 hour.

High Life

Starting at 7th level, you become more accustomed to the ebb and flow of toxins in your body. You have advantage on saving throws against drug addiction.
While you are at addiction level 3 with a drug, you can still gain benefits from consuming that drug. Once you do so, you cannot gain that drug's benefits again until you finish a long rest.

Equilibrium

At 10th level, you become adept in manipulating and balancing your internal chemistry. When you roll to determine your Catalyst effect, you can roll 2d4. You can roll both dice on a single Catalyst table, or roll one d4 for both the Volatile and Stable Catalyst tables. You can choose to gain the effects of either result.

Additionally, if you roll two dice, you can also choose to gain the effects of both results. Once you gain both effects in this manner, you cannot do so again until you finish a long rest.

Chemical Burn

Starting at 15th level, your body begins to produce corrosive chemicals which scour your enemies from the battlefield. When you hit a target with a weapon attack while you are under the effect of a Catalyst, or while you have temporary hit points from a Catalyst, you can deal acid damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a single Catalyst, plus 1d8 for each additional Catalyst effect, to a maximum of 4d8. Once you deal this damage, you cannot do so again until the start of your next turn.

You also gain resistance to acid damage.

Toxic Mania

Starting at 18th level, you can flush your system with chemicals to fuel your body past its limits. When you are reduced to 0 hit points but not killed out-right, you can end one of your Catalyst effects, if you have any, causing you to drop to 1 hit point instead of 0.

In addition, when you roll initiative and have no uses of your Catalyst feature left, you regain one use of that feature.

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