Artificer
Base Class: Artificer

As a mad scientist you strive to achieve biological perfection. You want to get the best of every living thing and try to combine it.

Extract Gene Sequence

3rd-level Mad Scientist feature

You learn how to extract Gene Sequences from monsters. You can spend 30+(1d6*10) minutes to extract a Gene Sequence of a Monster whose CR is no higher than your Artificer Level + your Proficiency. To do so you have to successfully pass a Medicine check DC15+CR (round up) on the monster. 

By this you will extract the Gene Sequence for one of the following (roll D6):
1 - Legs
2 - Arms
3 - Teeth
4 - Tail
5 - Skin
6 - Organs

If you surpass the DC by 10 or more you can choose what Gene Sequence you extract.

Each sequence must be stored within a glass vial

Species Knowledge

3rd-level Mad Scientist feature

You get more and more used to the different species and you learned to identify them quickly.
As a Bonus Action you can try to make a medicine check with a DC of 12+CR to identify if you are dealing with a Beast, Abomination, Undead etc. 

Once you reach Artificer level 9 you can also identify elemental weakness of the monster.

Adaptive Serum

5th-level Mad Scientist feature

You use a Gene Sequence to create a serum that biologically modifies you or the person that consumes it for d100 turns. 

Legs
Your Legs transform and become the legs of the creature you got the Gene Sequence from. Your speed becomes the speed of the creature (if it had a leg related climbing / swimming / flying speed you also gain those). If the Creature had a Leg attack you also gain the Leg attack of the creature.

Arms
Your grow an extra pair of arms of the creature you got the Gene Sequence from. If it did not have arms you will grow a pair of front legs on your torso. If the creature was humanoid you can use the hands / arms to use extra tools (it will give you 1 extra attack with each action if you are using a weapon). If it was claws or alike you can use one of the creatures hand related attacks additionally to every action. 
For humanoid hands you gain advantage on DEX related skill checks. For Claws or alike you gain advantage on STR related skill checks.
If the creature only had wings and legs (or no legs at all) you will grow a pair of Wings that will give you a flight speed of 50ft

Teeth
Your teeth and your jaw mutate and take the form of the creatures jaw and teeth. You will get a Bite attack alike the creature (if it had one) but suffer a -2 on all CHA related skill checks except intimidation. You gain +2 on Intimidation checks-

Abdomen / Tail

Skin
Your skin mutates to depict the skin of the creature whose Genes you used. Depending on the kind of skin you will gain a AC bonus.
Leathery skin +1
Chitin +2
Horn plates +3
If the creatures had spikes you also adapt those and gain additional +1 AC and the features of the spikes if any.
If the creature had a toxic skin you will also gain this trait. Remember that you are not immune to this yourself.

Organs

 

 

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