Specialty - Chemtechnician

Although often toxic, unstable, and explosive, Chemtech combines machinery and chemicals to empower its users beyond normal human limitations. Skilled Chemtechnicians can harness chemical energy to produce wondrous and deadly devices, even augmenting their bodies to survive harsh environments or to overcome physical weaknesses.

Chemtechnician Spells
Artificer Level Spell
3rd thunderwave/ray of sickness
5th ray of enfeeblement/wither and bloom
9th stinking cloud/fireball
13th death ward/sickening radiance
17th cloudkill/contagion

Stranger to Clean Air

When you reach 3rd level, your constant exposure to chemicals has granted you resistance to poison damage and advantage on saving throws against being poisoned.

Chemtech Prosthetic

When you adopt this specialization at 3rd level, you replace one of your arms with a chemtech prosthetic. You have advantage on Athletics checks to shove, shove aside, or to escape a grapple. The arm counts as a simple melee weapon while you aren't holding anything in it, dealing 1d8 bludgeoning damage on a hit. If you hit a creature with the arm, you can immediately attempt to shove aside or shove them. If successful, you can instead move the creature up to 10 feet.

Toxic Perfume

At 5th level, you learn the poison spray cantrip if you have not already. When you cast poison spray, you can change the spell's casting time to 1 bonus action.

Chemical Reserve

At 5th level, using artisan's tools, you can take an action to magically create a Small decanter in an unoccupied space within 5 feet of you. Once you create a decanter, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one decanter at a time and can't create one while your decanter is present.

The decanter is a magical object. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

As long as you are within 100 feet of the decanter and not incapacitated, you can mentally command it can fly up to 30 feet on each of your turns. You can use the decanter as a spellcasting focus for your artificer spells, and can cast artificer spells as if you were in the decanter’s space.


Refined Concoction

At 9th level, you can cast haste (only targeting yourself) or bestow curse without expending a spell slot and without preparing the spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Putrify

At 15th level, you can maintain concentration on two spells at a time, provided one of them is from the Chemtichnician spell list or a Chemtechnician feature.