This is a W.I.P. (Work In Progress) Playtest Version. [2023.09.25]
The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.
Artificer Specialization: Potion Weaver
Potions Mastery
At 3rd level, you gain proficiency in the Alchemist's Supplies. If you already have this proficiency, you instead gain proficiency in another type of artisan's tools of your choice. You can use your Alchemist's Supplies to craft potions at half the time and cost.
Personal Transformation
Starting at 3rd level, you've crafted a unique elixir that transforms only you into a beastly avatar of alchemical prowess. When you drink this elixir, which takes an action, you transform into this form for 10 minutes. You can do this an amount of times equal to your proficiency bonus.
Potion Weaver's Avatar
- Medium beast, alignment same as the artificer
- Hit Points: 5 + five times your artificer level
- Armor Class: 13 + your Dexterity modifier
- Speed: 30 ft.
- Abilities: Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int your Intelligence, Wis 12 (+1), Cha 10 (+0)
- Senses: darkvision 60 ft.
- Multiattack: The avatar can make two melee attacks.
- Slam: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
- Elixir Breath (Recharge 5-6): The avatar exhales an alchemical breath in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 4d6 poison damage on a failed save, or half as much on a successful one.
Toxin Resistance
Starting at 3rd level, you've been exposed to so many alchemical concoctions that you've built up a resistance. You have advantage on saving throws against being poisoned, and resistance to poison damage.
Vapor Eruption
Beginning at 6th level, your mastery over alchemical reactions allows you to supercharge a potion into a volatile vapor form. As an action, you can convert any potion you possess into a Vapor Eruption potion and throw it to a point within 30 feet, where it erupts in a 10-foot radius. All creatures in the area are affected by the potion's effects. A creature can voluntarily fail the saving throw to be affected. If the potion typically requires a saving throw, creatures in the area make a Constitution saving throw against your Artificer spell save DC to resist its effects. You can target a number of creatures up to your Intelligence modifier (minimum of 1) within the radius to be affected by the Vapor Eruption. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Toxin Mastery
By 9th level, your constant exposure to various toxins has fortified you further. You become immune to the poisoned condition and poison damage.
Advanced Transformation
By 14th level, your connection with your avatar deepens. When transformed, you can now use all your class features, and your Elixir Breath now recharges on a roll of 4-6. Additionally, while in the avatar form, any healing potion you consume has its healing effect maximized.