Artificer
Base Class: Artificer

"what did you make?"
"potion of lead."
"wh- what is that."
"lead."
-a conversation between a alchemy teacher and a aspiring toxicologist. 

 
Dedicated to the art of  poisoning and obsessed with all manner of things harmful and toxic, the Toxicologist is dedicated to utilising corrosive potions to deal damage and inflict many varying types of status effects. Toxicology is a much newer tradition of artificer, created by a series of bored alchemists who decided that harming was more fun than healing. 

 

Tool Proficiency

3rd-level toxicologist feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Toxicologist Spells

3rd-level toxicologist feature

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

Color Spray, Fog Cloud

5th

Darkness, web

9th

lightning bolt, Stinking Cloud

13th

blight, Polymorph

17th

Cloudkill, Contagion

Basic Conoction

3rd-level toxicologist feature

Whenever you finish a long rest, you can produce two Basic Concoctions in any flasks (or any containers with stoppers) you touch. Additional concoctions can be made using spell slots; but, you still require a flask. You can throw the concoction as an action. Should an effect require a saving throw, the DC is equivalent to your Spell save DC.

At certain levels, more concoctions can be made per long rest, three at 6th level and four at 9th level and five at 15th level.  

When throwing a concoction, treat it as a ranged spell attack. The range of the concoction is 30ft in a straight line. A concoction classifies as a small item, and can be launched by spells such as catapult on the same action. 

Basic Concoction

d6 Effect

1

Lead. The target takes 2d6 bludgeoning damage, and the target takes extra 1d6 poison damage when taking slashing or piercing damage, or any sort of attack that leaves an open wound. This lasts until the beginning of your next turn. 

2

Tar. The flask explodes in a 15ft sphere, any target that is in this radius takes 1d6 poison damage, and must make a DEX save and 
On a fail, the target's falls prone, on a success, the target avoids this effect. 
The affected area classifies as difficult terrain.

3

Fatigue. The target takes 1d6 poison damage, and the target gets disadvantage on their next skill check or attack roll. 

4

Poison. The flask bursts and unleashes a 20ft sphere of gas, any creature that enters this, or was in this area takes 1d6 poison damage, and must make a DEX save to not be poisoned. 

5

Light. The target takes 1d6 radiant damage, and must make a CON (10 + INT MOD) save to avoid being blinded. 
Creatures with dark vision have disadvantage on the save, and creatures that do not use sight are immune to this concoction. 
Upon use, this concoction also sheds bright light in a 20ft radius for 1 round. 

6

Acid. The flask deals 3d6 acid damage to the target. This Concoction can also dissolve up to 1ft of stone, 2ft of wood, and thin sheets of metal. All of which have to be non magical.

Improved Chemical Formula

5th-level Toxicologist feature

Your constant field testing of your concoctions have allowed you to improve your formulas further, giving them new effects and improving damage.
These concoctions are added to the list of concoctions you can make after a long rest.

Basic concoctions can now be made and thrown on a bonus action, doing so consumes a spell slot. You are able to throw concoctions for free, however you may only use this feature an amount equal to your proficiency bonus per long rest.

Improved concoctions

d6 Effect

1

Mercury: The target takes 3d8 acid damage, and the target takes an extra 2d8 acid damage upon being hit by an non spell attack until the beginning of your next turn

2

Pitch: The target takes 2d8 fire damage immediately, and subsequently takes 2d8 fire damage each time it's your turn. The target has to use an action to remove the effect. 

3

Exhaustion: The target takes 2d8 poison damage. As well, the target fails the first attack roll or skill check they make. After the check is made, the target has disadvantage on their next attack roll or skill check. the effect ends after one hour. 

4

Venom: The flask bursts into a focused 20ft cube of magical gas that cannot be blown away. any creatures in this cloud take 2d8 poison damage every time it is your turn. creatures in the cloud will have their movement speed reduced to 10ft, and the cloud itself lasts for 1 minute.

5

Flashbang: the target takes 3d8 radiant damage, and have to succeed on a DC CON save. on a fail, the target is stunned. this lasts until the start of your next turn. 
This concoction also sheds bright light in a 40ft area for 10 minutes.

6

Caustic Ooze: The flask deals 3d8 acid damage, and is able to dissolve up to any thickness of wood for up to 10 seconds, 5ft of stone,  and 1ft of steel. The target must also make a DEX save, on a fail, it's AC is reduced by 1 until the beginning of your next turn.

 

Toxic Shock

9th level Toxicologist feature

As an action, you can throw a flask that causes every effect on the Basic concoctions table to happen simultaneously. You can't use this feature again until you take a long rest.

Perfected Chemical formula

15th level toxicologist feature

Finally, you have perfected your chemical formula. Your concoction has been perfected, and been upgraded once again. These work the same as the chemical concoctions, and are added to the list of concoctions you can make. 

Improved concoctions can now be made and thrown on a bonus action, doing so consumes a spell slot. You are able to throw concoctions for free, however you may only use this feature an amount equal to your proficiency bonus per long rest.

Perfected Concoctions

d6 Effect

1

Arsenic. The target takes 4d12 poison damage. If the target is attacked, the damage dealt to it is increased by 3d12 acid damage

2

Napalm. The flask explodes in a 15ft sphere, any creature within this area will be affected by this potion. Each creature initially takes 3d12 fire damage, and subsequently takes 2d10 on the beginning of your next turn. The affected creature must succeed a DEX save to end the effect. 

3

Disable. The target takes 3d12 poison damage, the target's next roll is treated as a critical failure (NAT 1). Additionally, the target must make a CON save. On a fail, every subsequent roll the target makes is an automatic failure for the next 10 minutes.

4

Toxin. The potion releases a 20ft cube of noxious smoke, any creature caught within it will take 3d12 poison damage, and their movement speed is set to 0. This smoke cannot be removed, but fades away on the beginning of your next turn. 

5

Blinding. The target takes 3d12 radiant damage, and must make a CON save to avoid being stunned. On a success, the target is only blinded. Any creatures within 15ft of the target must also make this save, and on a fail the creature is blinded. On a success the creature is not blinded. These effects last until the beginning of your next turn.
Creatures with dark vision have disadvantage on the save. 
This concoction also sheds bright light in a 50ft radius 1 minute. 

6

Corrosive Sludge. The flask deals 4d12 acid damage to the target. This concoction can dissolve any thickness of stone, wood, and steel for up to 30 seconds. Additionally, the target must make a CON save, on a fail the target becomes vulnerable to a damage type of your choosing until the start of your next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
7/29/2022 2:43:35 AM
10
0
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Coming Soon
8/26/2022 1:49:08 PM
7
2
1.1 (better spells)
Coming Soon
2/25/2023 7:58:44 PM
40
13
1.2
Coming Soon
2/25/2023 8:05:20 PM
40
1
1.2 help me
Coming Soon
2/26/2023 4:14:26 AM
69
1
--
Coming Soon
2/26/2023 5:45:53 AM
128
1
1.4 Potion overhaul
Coming Soon
2/27/2023 4:04:43 AM
45
1
1.5 better wording
Coming Soon
3/1/2023 11:06:08 PM
45
1
1.6 tweaks and balancing. plus some removals.
Coming Soon
12/5/2024 11:18:10 PM
152
24
1.6A I made a oopsie.
Coming Soon
12/5/2024 11:48:30 PM
145
1
1.7 Just some rewording and tweaks.
Coming Soon
12/6/2024 12:01:43 AM
151
2
1.8 Total 2024 overhaul
Coming Soon
12/6/2024 12:33:52 AM
150
1
--
Coming Soon

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