The Toxic Avenger is a creature of polar opposites, depending on the flow of chemicals running through their veins. When the drugs flow freely, the Toxic Avenger can control the chemistry of their own body to overcome any obstacle. However, as their reliance on chemicals grows, they eventually lose their potency.

When the flow of drugs finally ebbs, the Toxic Avenger undergoes a terrible transformation as the desperate craving sets in. As the urge grows stronger, so do the changes, until the Toxic Avenger might be almost unrecognizable from their chemical-rich persona.

Recreational User

When you choose this archetype at 3rd level, you gain proficiency with alchemist’s tools. Additionally, when you use your Second Wind feature, you can consume a dose of drugs.

Catalyst

Starting at 3rd level, when you consume a dose of drugs, you gain the drug’s Catalyst effect and a level of addiction (see Catalyst table). You don’t make an addiction saving throw when using the Catalyst effect. If you’re already at addiction level 3 with a drug, you cannot gain the drug’s Catalyst benefit.

You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.

Catalyst Table

Drug Effect
Amp You gain 60 feet of blindsight for 1 minute.
Grind or Valhalla Add 1d4 to attack rolls for 1 minute.
Muse Gain advantage on Constitution ability checks or saving throws for 1 hour.
Nameless Gain advantage on Charisma ability checks or saving throws for 1 hour.
Nightlight Gain the benefits of a short rest after at least 10 minutes of downtime.
Nirvana Gain resistance to all damage until the end of your next turn.
Sharp Gain advantage on Intelligence ability checks or saving throws for 1 hour.
Wave Gain advantage on Wisdom ability checks or saving throws for 1 hour.

Self-Medicated

At 15th level, your body begins to internally produce its own chemicals. Choose one drug from the common drug list. You permanently gain the effects of that drug and can use its Catalyst without consuming it or gaining a level of addiction. You can change the drug after a long rest.

Toxic Mania

At 18th level, you enter a drug-fueled frenzy that renders you unstoppable. You no longer fall unconscious from overdosing even if you fail the saving throw by 5 or more.

While under the effects of the overdosing condition, having 0 hit points doesn’t knock you unconscious, and you are immune to poison damage. You must still make death saving throws, but you don’t die after failing the third until the overdose condition ends or you fall unconscious.