Alchemical Toxicologist (5e Subclass)

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Alchemical Toxicologist[edit]

Artificer Subclass

The Alchemical Toxicologist is a master of chemical concoctions and poisonous substances. This subclass focuses on creating and deploying toxic concoctions to control the battlefield and hinder enemies.

Toxicology Savant

Starting at 3rd level, you gain proficiency with poisoner's kits and alchemist's supplies, if you don't already have them. Additionally, you can create and use toxic concoctions as spellcasting focuses for your Artificer spells, You can create a number of toxic concoctions equal to your Intelligence Modifier

Noxious Fumes

At 3rd level, you gain the ability to create a cloud of noxious fumes. As an action, you can spend a spell slot or expend a toxic concoction, to throw a vial containing a toxic mixture, creating a 10-foot-radius cloud of poisonous gas centered on a point you choose within 30 feet. The cloud lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes poison damage equal to 1d6 + Your Intelligence modifier (minimum of 1). The damage increases to 2d6 at 9th level, 3d6 at 14th level, and 4d6 at 17th level. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and regain all expended uses after finishing a long rest.

Acidic Arsenal

At 6th level, you gain the ability to infuse your weapons and ammunition with acidic properties. Whenever you hit a creature with a weapon attack or an artificer spell attack, you can expend a spell slot to deal additional acid damage equal to 1d8 + your Intelligence modifier (minimum of 1). The damage increases to 2d8 at 11th level and 3d8 at 17th level.

Caustic Defense

Beginning at 14th level, you have resistance to poison damage. Additionally, whenever a creature starts its turn within the area of your Noxious Fumes, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes poison damage equal to half your Artificer level (minimum of 1). On a successful save, the creature takes half damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Toxic Arsenal

At 18th level, you gain mastery over toxic concoctions. You can create three additional vials of toxic mixtures when you finish a long rest. Additionally, your Noxious Fumes feature's damage increases to 5d6.


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