Base Class: Artificer
In the intricate web of nature's design and the boundless creativity of inspired artisans, there exists a specialized sect of Artificers known as Biomimetic Engineers. These ingenious craftsmen and women draw inspiration from the natural world, creating wonders of artifice that emulate the forms and functions of living organisms. Masters of biomimetic engineering, the Path of Biomimicry Artificers blur the lines between nature and artifice, harnessing the power of biomimicry to create inventions that seamlessly integrate with the world around them.
To walk the path of the Biomimetic Engineer is to walk alongside a revered sect of Artificers who have dedicated themselves to unlocking the secrets of nature's design. Biomimetic Engineers are respected as masters of innovation, using their knowledge of biomimicry to create inventions that emulate the forms and functions of living organisms. Some Biomimetic Engineers draw inspiration from the graceful movements of animals, while others are inspired by the intricate structures of plants and insects. Regardless of their individual methods, all Biomimetic Engineers share a deep reverence for the beauty and complexity of the natural world, and a commitment to harnessing its power for the betterment of society. With their biomimetic familiars and nature-inspired tools, Biomimetic Engineers stand ready to push the boundaries of artifice and revolutionize the world through the power of biomimicry.
Tool Proficiency
3rd-level Biomimetic Engineer Feature
You gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Biomimetic Engineer Spells
3rd-level Biomimetic Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomimetic Engineer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomimetic Engineer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
Cure Wounds, Snare |
|
5th |
Barkskin, Kinetic Jaunt |
|
9th |
Speak with Plants, Revivify |
|
13th |
Guardian of Nature, Polymorph |
|
17th |
Commune with Nature, Animate Objects |
Integrated Weaponry
At 3rd level, you gain the ability to integrate weapons into your biomimetic creations. When you create a biomimetic, you can choose to imbue it with one or more weapons of your choice. The biomimetic creation gains proficiency with these weapons, and it can use them in place of its attack action. Additionally, while you are within 30 feet of your biomimetic creation, you can use a bonus action to make one weapon attack with the chosen weapon.
Additionally, When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Biomimetic Creation
3rd-level Biomimetic Engineer feature
Your knowledge of the natural world combined with your engineering prowess has granted you a companion, a biomimetic creation. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Biomimetic Creation stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it has two legs or four; your choice has no effect on its game statistics. At its conception, choose whether you are using plant or animal matter as the organic component in its creation.
In combat, the creation shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creation can take any action of its choice, not just Dodge.
Healing spells function normally on it. If it has died within the last hour, you can use your leatherworker’s tools and/or smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The biomimetic creation returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new biomimetic creation if you have leatherworker’s or smith’s tools with you. If you already have a creation from this feature, the first one immediately perishes. The creation also perishes if you die.
Biomimetic Creation
Medium plant/beast construct
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your artificer level (the biomimetic creation has a number of Hit Dice [d10s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +3 plus PB, Perception +1 plus PB × 2
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Preternatural Awareness. The Biomimetic Creation can’t be surprised.
Actions
Slam Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Regenerating Sinew (3/Day). The natural mechanisms inside the Biomimetic Creation Restore 2d8 + PB hit points to itself.
Reaction
Brash Protector. The Biomimetic Creation may make a contested shove check against any creature that makes an attack roll against another creature that it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Biomimetic Creation.
Evolutionary Enhancement
5th-level Biomimetic Engineer feature
Your biomimetic creations gain the ability to adapt to changing circumstances. At 5th level, when you create your biomimetic creation, you can choose one of the following enhancements for it:
- Charged Stride: The biomimetic gains a +10-foot bonus to its walking speed.
- Reinforced Hull: The biomimetic gains a +2 bonus to its AC.
- Enhanced Weapons: The biomimetic’s weapon attacks deal an extra 1d6 damage of a type of your choice (acid, cold, fire, lightning, or thunder) and are considered magical.
Dire Creation
9th-level Biomimetic Engineer feature
At 9th level, your biomimetic creations gain enhanced durability and lethality. It's size is considered large and gains a reach of 10 ft. Your biomimetic gains resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. It's size becomes large. Additionally, it gains a second attack when you use your bonus action to have it take the attack action.
Dire BIOMIMETIC CREATION
Large plant/beast construct
Armor Class 14 + PB (natural armor)
Hit Points 5 + five times your artificer level (the biomimetic creation has a number of Hit Dice [d10s] equal to your artificer level)
Speed 40 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +3 plus PB, Perception +1 plus PB × 2
Damage Immunities poison
Damage Restistances Non-magical Bludgeoning, Piercing, and Slashing
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11 + (PB × 2)
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Preternatural Awareness. The Biomimetic Creation can’t be surprised.
Actions
Multiattack. The Dire Biomimetic Creation makes two slam attacks. (Or two Integrated weapon attacks*)
Slam Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d8 + PB force damage.
Regenerating Sinew (3/Day). The natural mechanisms inside the Biomimetic Creation Restore 2d8 + PB hit points to itself.
Reaction
Brash Protector. The Biomimetic Creation may make a contested shove check against any creature that makes an attack roll against another creature that it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Biomimetic Creation.
Symbiotic Fusion
15th-level Biomimetic Engineer feature
At 15th level, you gain the ability to merge with your biomimetic creation, becoming one with the organic machinery you have crafted. Once per long rest, as an action, you can choose to merge with your biomimetic creation so long as it is within 30 feet of you. While merged, you share the same space as the biomimetic, and you gain the construct's hit points, immunities, resistances, and traits and can use its actions and abilities as if they were your own. You may cast spells during the fusion. This fusion lasts for 1 minute, until you use a bonus action to end it, or until the construct drops to 0 hit points. However, if you are shunted from the biomimetic as a result of dropping to 0 hit points, you are forcefully shunted 5 ft in a random direction taking 2d10 force damage + any excess damage. For example, if you take 10 damage during Symbiotic Fusion and have only 1 hit point left, you revert and take 9 damage + 2d10 force damage. As long as this damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
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Posted Aug 18, 2024How did you add a stat block in a subclass feature? I’m working on a subclass and need a stat block.