Chemist

A mekanobe chemist

Being used to dangerous and exotic chemicals, you have taken an eery interest in these chemicals.

While some alchemists start as only fabricators, others start as a junky desperate for another fix. In the end it is all the same, the chemicals must flow….

A chemist uses chemical agent points to power their abilities.

## Features

### Chemical Adept

Your body and mind crave chemicals. You gain proficiency in Science, Culinary and gain proficiency in *Biotic consumables.*

You gain the three following abilities:

> ***Poison Resistance*** - You gain resistance to poison damage.
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> ***Distill Agent*** - Using a science kit or poisoner's kit, you may recharge half your chemical agent points (rounded up) by expending 1 of your hit dice . This process takes 10 minutes.
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> ***Chemical Rage*** - While you are affected by the poisoned status effect, you are not affected by the disadvantages invoked by this status.
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### Chemical Maker

You are familiar with mixing some of your well known chemicals in order to create various effects. You gain gain the following ability:

> ***Mix Chemicals*** - Upon picking this feature, pick from the following mixture list an amount of mixtures equal to the amount of chemist features picked, repick each level up:
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> * ***Make-Shift Biotic*** (1AP, 1 Chemical Agent) - You create a healing mixture that heals a creature you touch for 1d4 health points.
> * ***Power*** (3AP, 2 Chemical Agents) - You inject a willing creature that you touch with a chemical that overdrives it with adrenaline. The target is poisoned for 1 minute, but while poisoned by this mixture the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the poison and its effects ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. If you apply Power to a different creature, all your other instances of Power end.
> * ***Hallucinative Gas*** (3AP, 2 Chemical Agents) - You unleash poisonous gas in a 10ft radius within 30ft range that quickly dissipates but which causes severe hallucinations.  All creatures in the area must make a Constitution saving throw to your biotics DC or be poisoned for 1 minute. When first poisoned by this effect, they start suffering hallucinations of all sorts, causing them to be incapacitated and have their speed reduced to 0. At the end of each turn or when first taking damage, they may roll a Wisdom saving throw to break out of these hallucinations, but the poison status effect will remain.
> * ***Poisoned Weapons*** (2AP, 1 Chemical Agent) - You treat the weapons of all creatures of your choosing in a 15ft radius around you with a special chemical which lasts up to an hour. Upon hitting their first attack with this effect, the target of this attack takes an additional 1d4 poison damage, and the chemical is removed from the weapon.
> * ***Sticky Goo*** (3AP, 1 Chemical Agent) - You cover the ground in a 20-foot cube with a thick, sticky goo.  The area is then treated as difficult terrain as the goo lasts for 1 minute. Fire damage will instantly burn away the goo. All creatures starting their turn inside the area or first entering the area must make a Strength saving throw or have their speed reduced to 0 until the end of their next turn.
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### Chemical Master

Your bond with the Divine has increased, and you may call upon a divine intervention to change the odds. You gain the following ability:

> ***Poison Invulnerability*** - You gain invulnerability to poison damage.
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> ***Chemical Master*** - You may extend the list of recipes from which you may pick, with:
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> * ***The Glow*** (3AP, 2 Chemical Agents) At a position in a 30ft range, you unleash an acidic gas that emits a faint light in a 15ft radius sphere at the area of your choosing. This area becomes a light source, and 15ft around it becomes dimly lit. All creatures ending their turn in the inner area must make a Constitution saving throw to your biotics DC or take 2d6 acid damage and halved damage when failed. This cloud will dissipate after 1 minute or when a strong wind hits it.
> * ***Dominate*** (3AP, 3 Chemical Agents) You attempt to drug a creature you touch. It must make a Constitution saving throw or be poisoned for 1 minute. When first poisoned by this effect, the creature starts hallucinating and becomes beguiled by your voice. You can use these hallucinations to issue commands to the creature as long as it understands you and you can speak, it does its best to obey your commands. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a Wisdom saving throw against your biotics DC. If the saving throw succeeds, these dominant effects end, but the poison status effect will remain. If you apply Dominate to a different creature, all your other instances of Dominate end.
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### Poison Effects

You are able to imbue new effects to your poison and toxins. You gain the following ability:

> ***A Little Extra*** (reaction) - When a creature is poisoned within 30ft range, you may use your reaction to add the following effect. Upon picking this feature, you choose one of these effects. Everytime you recharge your Chemical Agents, you may repick this effect:
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> * ***Sleeping Toxin*** -  A creature first poisoned must make a Constitution saving throw to your biotics DC or fall asleep. When they take damage or the poison ends, they wake up. You may only use this effect once per rest.
> * ***Seductive Toxin*** - A creature first poisoned must make a Wisdom saving throw or be charmed by you until the poison ends. You may only use this effect once per rest.
> * ***Devour*** - When a creature is first poisoned, you regain 1d4 hit points.
> * ***Sense-Amplifier*** - A creature first poisoned gains 30ft blindsight based on smell. Lasts for 1 hour and this effect can only be used once per rest.
> * ***Weaken*** - A creature first poisoned must make a Constitution Saving throw to your Biotic DC or be incapacitated until the end of their next turn. Can only use this effect once per rest.
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### Biotic Crafter

You are proficient in crafting your own biotic consumables. You gain the following ability:

* ***Craft Biotic Consumable*** - Once per sleep rest, as long as you are in an urban environment and have a chemistry kit, you may craft a consumable in the biotic category.  The total value of the crafted item cannot exceed 10 times the amount of chemist features picked. These items look scrappy and will have trouble being sold. At the start of your next sleep-rest, they become unusable.

### Addiction

You know that life is nothing more but chemical reactions.  At the very least yours definitely is. You gain the following ability:

* ***Addicted Rush*** - While poisoned, you gain resistance to bludgeoning, piercing, slashing and ballistic damage. Your weapon damage dice are increased by 1 scale. d6 becomes d8, d4 becomes d6.