Base Class: Artificer
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.
Level 3: 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.
Level 3: 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 |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Level 3: Basic Concoction
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.
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, roll to hit and add your DEX mod + proficiency bonus to the roll. Throwing the concoction in any way consumes an action. 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. |
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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 |
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3 |
Fatigue. The target takes 1d6 poison damage, and the target gets disadvantage on their next skill check or attack roll. |
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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. |
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5 |
Light. The target takes 1d6 radiant damage, and must make a CON (10 + INT MOD) save to avoid being blinded. |
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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. |
Level 5: 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. 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 |
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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. |
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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. |
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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. |
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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. |
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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. |
Level 5: Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 9: 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.
Level 15: Perfected Chemical Formula
15th level toxicologist feature
Finally, you have perfected your chemical formula. Your concoction has been perfected and 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. 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 6d12 poison damage, the next attack on the target takes is increased by 3d12. |
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2 |
Napalm. The flask explodes in a 15ft sphere, any creature within this area will be affected by this potion. Each creature initially takes 5d12 fire damage, and subsequently takes 2d10 each time it's your turn. The creature must succeed a DEX save (DC = 12 + INT Mod) to end the effect. |
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3 |
Disable. The target takes 3d12 poison damage, the target's next roll is treated as a critical failure (NAT 1). |
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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. |
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5 |
Blinding. The target takes 4d12 radiant damage, and must make a CON (DC 12 + INT MOD) save to avoid being deafened, blinded, and knocked prone. On a success, the target is only deafened. Any creatures within 15ft of the target must also make this save. |
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6 |
Corrosive Sludge. The flask deals 6d12 acid damage to the target. This concoction can dissolve any thickness of stone, wood, and steel for up to 30 seconds. If the target fails a DEX save (DC 12 + INT mod), on a fail the creature has their weapon, or armor (if no weapon is equipped) will be dissolved. If the creature doesn't wield a weapon or wear armor the save doesn't need to be made. |
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