
Artificer Specialist
Toxicologist
An artificer that specializes in Toxicology is a chemist that equally utilizes medicine and chemical warfare. Unleashing potent drugs and virulent chemicals, these artificers are respected but rightfully feared. Toxicology is a relatively new field, only recently discovering the means of distributing these gaseous compounds.
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
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 | Spells |
|---|---|
| 3rd | Ray of Sickness, Tasha’s Caustic Brew |
| 5th | Melf’s Acid Arrow, Enhance Ability |
| 9th | Haste, Stinking Cloud |
| 13th | Blight, Death Ward |
| 17th | Cloudkill, Mass Cure Wounds |
Ingenious Compounds
3rd-level Toxicologist feature
You’ve created a device that dispenses various gaseous compounds that enhance your allies and debilitate your foes. As a bonus action, you may dispense a 10 foot-radius cloud of chemicals within 60 feet of you. When you dispense these chemicals, choose one of the following effects.
- Fortifying Fumes. Allies within the radius may expend a single Hit Dice to regain hit points equal to a roll of the Hit Dice plus their constitution modifier. This compound takes an action to dispense.
- Toxifying Compound. Each creature within the radius must make a Constitution saving throw equal to your Spell Save DC. A creature takes 2d4 poison damage on a failed save, or half as much on a successful one.
- Concealing Smoke. The radius is filled with a thick smoke that obscures vision. Creatures within the smoke are heavily obscured and suffer from the blinded condition. The smoke dissipates at the start of your next turn.
- Invigorating Vapors. Allies within the radius gain 1d4 temporary hit points. Additionally, whenever the target makes an attack roll, the target can roll a d4 and add the number rolled to the attack roll until the start of your next turn.
After taking effect, the cloud immediately disperses unless stated otherwise.
Refined Serum
5th-level Toxicologist feature
You’ve improved your compound's effectiveness. The radius of Ingenious Compounds increases to 15 feet. Additionally, each compound is upgraded.
- Fortifying Fumes. Whenever a creature regains hit points when you use this feature, they regain additional hit points equal to your intelligence modifier.
- Toxifying Compound. The damage increases to 3d4. In addition, Toxifying Compound ignores resistance to poison damage and treats immunity to poison damage as resistance to poison damage
- Concealing Smoke The smoke lasts for an additional round.
- Invigorating Vapors The temporary hit points gained are increased to 2d4.
Adrenal Stimulant
9th-level Toxicologist feature
Your endeavors in toxicology have led to the discovery of a frenzying inhalant. As an action, you may dispense a 15 foot-radius of agitating chemicals within 60 feet. Creatures inside of the radius can immediately use its reaction to move up to its speed, without provoking opportunity attacks and make a single attack against a target. A creature must use this movement to end up closer to an enemy. After taking effect, the cloud immediately disperses.
Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Apex Formula
15th-level Toxicologist feature
You’ve radically improved the effectiveness of your compounds, discovering their hidden power. The radius of Ingenious Compounds increases to 20 feet. Additionally, each compound is upgraded to their ultimate form.
- Fortifying Fumes. Whenever a creature benefits from this feature, they may recover from one level of exhaustion. A creature can only benefit from this once per long rest.
- Toxifying Compound. The damage increases to 4d4 Additionally, if a creature fails their saving throw against the Toxifying Compound, they are poisoned until the end of your next turn.
- Concealing Smoke The radius increases to 30 feet.
- Invigorating Vapors The temporary hit points gained are increased to 3d4. Whenever a creature benefits from this feature, they can make an attack at disadvantage as a bonus action until the start of your next turn.
Artwork by Jeremy Anninos
Subclass by CryptidPeanut | Version 2.0