Artificer
Base Class: Artificer

Harness the power of Alkali Metals to annihilate any fish who gets in your way! Harness the power of the Halogens to unleash your toxic fury upon your enemies! Become a being of pure science and wither nature itself! WITNESS THE WRATH OF MENDELEVA!

Level 3: Tool proficiency

When you adopt this specialization at 3rd level, you gain proficiency with glassblower's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Level 3: Reactionist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Reactionist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Reactionist Spells
Artificer Level Alchemist Spells
3rd Create and destroy water, Tasha's Caustic Brew
5th Flaming sphere, Moonbeam
9th Fireball, Sleet Storm
13th Conjure Minor Elemental, Fire shield
17th Conjure Elemental, Cone of Cold

Ampules of Mendeleva

At 3rd level you receive a blessing from Mendeleva, god of science for your devotion to his work. It allows you to conjure up to three halogen ampules per long rest. Roll on the Halogen Ampule table to determine the halogen in the ampule and its effects. 

You can only have up to three halogen ampules summoned at a time, but this increases at later levels.

A creature can take an action to drink from an ampule, administer it to an incapacitated creature, or throw it to a desired location/creature. When you throw an ampule at something/somewhere, you make a ranged attack roll that is +1 to hit with a range of 10 + your Dexterity score. When you throw an ampule at something/somewhere and the location/creature has no defined AC, its AC is 10 for the purpose of throwing an ampule.

Halogen Ampule
d6 Effect
1 Fluorine. Any surface/object/wall/door/construct that makes contact with this liquid has its AC and hit point maximum halved.
2 Chlorine. Any creature in a 15 ft radius of this ampule when it is opened/ broken has to succeed on a DC 14 Constitution saving throw or have the poisoned condition.
3 Bromine. Any weapon tipped in this liquid gains an additional 1d4 poison damage for 30 seconds.
4
Iodine. The drinker adds 1d6 to all Intelligence and Wisdom ability checks for 10 minutes.
5 Astatine-211. The drinker is cured of the poisoned condition and any and all parasites and fungi using the drinker as a host are killed.
6 Tennessine-294. Any creature in a 10 ft radius of this ampule when it is opened/ broken has to succeed on a DC 15 Constitution saving throw or take 1d6 necrotic damage.

Rubidium Touch

At 5th level, your knowledge of science deepens, and so does the bond with the blessing you received from Mendeleva, granting you the ability to coat up to three weapons you touch in Rubidium, a reactive metal in the periodic table. When a weapon coated in rubidium makes contact with water, it explodes, forcing everyone in a 5ft radius to succeed on a DC 13 Dexterity saving throw or take 1d4 fire damage. When a weapon coated in Rubidium explodes due to it making contact with water, it reverts back to its normal form. Reactionist Artificers with this ability are immune to taking damage from these previously mentioned explosions.

Plentiful Powerful Chemicals

Starting at 9th level, all of the chemicals you handle become more plentiful and more reactive:

  • You can summon one additional halogen ampule per long rest.
  • The maximum number of halogen ampules you can have summoned at a time increases by 1. 
  • Chlorine and Tennessine-294 deal an additional 2 points of their respective damage type on a failed saving throw, and 1 on a success
  • Weapons tipped in Bromine deal an additional 2 poison damage
  • Fluorine instantly corrodes non-magical Small or Tiny objects it touches into nothing.
  • Iodine's ability score bonus is increased by 2.
  • Astatine-211's poison, parasite and fungus removing ability affects any creature 10 ft away from the drinker.
  • Rubidium is replaced with Cesium (a more reactive Alkali Metal) so deals an additional 1d4 fire damage on a failed saving throw.
  • You can coat one more weapon in Cesium.

One With Science

By 15th level, your expertise in the manipulation of chemicals and devotion to Mendeleva has turned you into a being of pure science, granting you new abilities and traits:

  • Any creatures with the Plant or Fey creature type within 10ft of you take 1d6 necrotic damage at the beginning of every turn until they go further than 10 ft of you.
  • You have resistance to damage caused by any offensive nature-related spells cast at you, like Thorn Whip or Wrath of Nature.
  • You have resistance to radiant damage.
  • You can expend a spell slot of 1st level or higher to change the contents of a halogen ampule to a different halogen.
  • When you roll on the Halogen Ampule table, roll twice and pick the preferred result of the two.
  • You can summon one additional halogen ampule per long rest.
  • The maximum number of halogen ampules you can have summoned at a time increases by 1. 
  • Cesium is replaced with Francium (the most reactive Alkali Metal), so it deals an extra 1d4 fire damage on a failed saving throw, and its blast radius increases to 10ft.

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