Toxicologist
Subclass of Alchemist (HB)
The Alchemist Class p. 7 (Homebrew)
- Level
- 3
Description
Insidious Poisoners and Pathologists
A reviled trade in most societies, Toxicologists are alchemists that specialize in disease and poison.
Traits
Adulterated Alchemy Nivel 3
You gain the following benefits.
Poisoner. You gain proficiency with the Poisoner's Kit and treat Poisons you create as Alchemical Items for the purposes of your Alchemist class features.
Substance Savant. You have Advantage on ability checks to handle, harvest, or identify Poisons, and diagnose Magical Contagions.
Fel Theory Nivel 3
When you Craft an item that inflicts the Poisoned condition or deals Poison or Necrotic damage, you can infuse it with at least 5 GP of any of the following materials to enhance it.
Desecrated Water. Poison damage dealt by it becomes Necrotic damage.
Eye of Newt. While the target is poisoned in this way, the target takes 1d6 Poison damage the first time it is hit with an attack each turn.
Powdered Lead. The Poison becomes a powder that takes effect when inhaled.
Valerian Root. Whenever the target Poisoned this way makes a Constitution saving throw to maintain Concentration, it must subtract a d4 from the number rolled.
Mithridatism Nivel 6
You have advantage on saving throws you make to avoid or end the Poisoned condition on yourself, and you have Resistance to Poison damage. If another feature, item, or spell gives you Resistance to Poison damage, you can choose instead to gain one of the following benefits, which lasts for the duration listed in the effect (you choose when the effect takes place).
- You are Immune to Poison damage.
- You have Resistance to either Acid or Necrotic damage (choose one).
Malediction Nivel 10
Your Fel Theory is enhanced.
Desecrated Water. Damage dealt by the item ignores Resistance to Necrotic damage.
Eye of Newt. The damage increases to 2d6 Poison.
Powdered Lead. The inhaler has a d4 penalty to the saving throw forced by the Poison.
Valerian Root. The penalty increases to 2d4.
Demon Core Nivel 14
Poisons you create have the following benefits.
- They ignore Resistance to Poison damage.
- Creatures with Immunity to Poison damage instead take half damage from the item instead of none.
- They ignore Immunity to the Poisoned condition, with these creatures instead making the saving throw with Advantage.