Rumble Balls
At 2nd level, your knowledge of chemistry and biology has led to the creation of a unique stimulant, rumble balls. These unique drugs can be consumed to grant considerable power. As a Bonus Action on your turn you can spend 10 points from your Healer's Destroyer's Touch Pool to create a Rumble Ball which last for one hour or until it is consumed. You can consume the Rumble Ball as part of the same Bonus Action used to create it. Otherwise a creature must use their Bonus Action to consume it. Select one of the effects below when you create the Rumble Ball. The effects of a Rumble Ball last for one minutes. A creature may only benefit from the effects of one Rumble Ball at a time if they would consume a new rumble ball while another's effects are currently active they gain 1 level of exhaustion and the old effects are overwritten.
Thickening: The Rumble Ball causes the consumer's skin and exterior to thicken and harden. The consumer gains +1 to their AC and 5 DR for the duration.
Empowering: The Rumble Ball forces blood towards the user's muscles. Choose a stat, the target's stat Maximum and Score for that stat is increased by +2. If this is selected multiple times due to the Advanced Rumble feature the creature gains one rank of exhaustion for each additional time Empowering is selected.
Quickening: The Rumble Ball increases the consumer's heart rate allowing them to move faster. They gain +10 to their movement speeds.
Metabolizing: The Rumble Ball redirects and utilizes the energy of its user. Technique's energy cost they use are reduced by an amount equal to its rank (Basic 1, Blue Sea 2, Paradise 3, Ocean Floor 4, New World 5, Laugh Tale 6) to a minimum of 1. Additionally they gain a 1d4 bonus to concentration checks. If this effect is taken multiple times due to Advanced Rumble or Personalized Pills the reduction is increased by 1 for each rank and the die size bonus is advanced one step.
Resisting: The Rumble Ball functions as an enhanced anti biotic, fighting off any external forces. The user gains a 1d4 Bonus to all Saving Throws they would make. If this effect is taken multiple times due to Advanced Rumble or Personalized Pills the die size bonus is advanced one step.
Personalized Pills
You know how to make Rumble Balls tailored specifically for your needs. At 5th level when you would consume a Rumble Ball you can spend an additional 5 points to select one additional effect for it to gain.
The Best Medicine
You've learned how to make Rumble Balls function as a restorative as well. At 9th level when a creature would consume a Rumble Ball you've made they can choose to restore a number of hit points equal to the points you spent creating it, gain half as much temporary hp, or half as much energy.
Advanced Rumble
You've learned how to push your pills to the biological limits. At 13th level when you would create a Rumble Ball you can choose to spend an additional 10 points creating it to add one additional effect to it. The same effect may be chosen again. A rumble ball can only have two effects when made this way.
Last Resort
You have an emergency Rumble Ball in your pocket. At 17th level once per long rest when you consume a Rumble Ball you can choose one of the following effects to take place. Immediately after the duration of the Rumble Ball or if another is consumed you gain two ranks of Exhaustion.
Mighty: Your size becomes Gargantuan. During this duration you gain an unarmed attack that uses your Intelligence Modifier as the attack bonus and on a hit it deals 3d12+Intelligence Modifier.
Mini: Your size becomes Tiny. You gain advantage on all Dexterity Saving Throws and advantage on all attack rolls.
Giga Brained: The range of your Special Techniques is doubled. If they were touch range it is instead 15 ft. The size of any shapes for your techniques is increased by 10ft and the Save DC is increased by +2.