Base Class: Artificer
Bioarchitects are artificers that have no moral restrictions in their scientific searches and doing experiments on the human body. There are many reasons why one could become Bioarchitect. Maybe you were an artificer that searched for the ideal form and came to the conclusion that there is no perfection in stone, metal or wood, but rather in flesh. Maybe you were a scientist that, in pursuit of great breakthrough, found himself experimenting on living creatures. Or maybe you are a sociopath that loves to inflict pain! Who knows... Anyways, one remains true - there is no such thing as "going too far" for Bioarchitects.
In society, Bioarchitects are often persecuted and their "art" is considered magical violence on the same level as Necromancy. Despite this, Bioarchitects' work is highly required in underground business, in medical professions passion for bioarchitecture isn't a crime, and even some kings prefer to have one as torture master.
Level 3: Tool proficency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Level 3: Bioarchitect Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bioarchitect Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | False life, Healing word |
| 5th | Barkskin, Dragon's breath |
| 9th | Haste, Life transference |
| 13th | Death ward, Stoneskin |
| 17th | Contageon, Enervation |
Level 3: Flesh manipulation
You learned how to control one's flesh. Once per turn when you cast a spell that targets a living creature, you can inflict one of next effects on one of the living creatures that spell targeted:
- Until the start of your next turn the target's speed is increased or reduced by 10ft.
- Next time the target makes a damage roll after a successful melee attack they must roll 1d4 and add or substract it from the result.
- Until your next turn the target's AC is increased or reduced by 1.
You gain +5ft speed change to first effect of flesh manipulation, +1d4 damage change to second effect and +1 AC change to third effect when you reach levels 9 and 15 in artificer class.
Level 5: Experiments on yourself
You learned how to improve your own body with your art of flesh. You can choose two mutations.
You gain additional mutations when you reach certain levels in the class: two on 9th level and one on 15th level. Every time you reach a new level in artificer you can choose one of the mutations and change it to another one. You can't have more than two 9th level mutations and one 15th level mutation simultaneously.
Adrenal glands
You have advantage on initiative rolls.
Bat hearing
You have advantage on Perception(Hearing) checks.
Cat flexebility
You have +1 to AC.
Claws and fangs
Damage of your unarmed strikes changes to piercing, you can roll 1d8 in place of the normal damage of your unarmed strike.
Elongated limbs
Your melee attacks now always have Reach feature.
Extra limb (requires 9 levels in Bioarchitect)
You have an extra hand
Gills
You have the ability to breath underwater.
Hardened skin (requires 15 levels in Bioarchitect)
You now have resistance to Slashing, Piercing and Bludgeoning damage of nonmagical atacks.
Hypersensetive skin
You have blindvision 10ft.
Improved neurocortex (requires 9 levels in Bioarchitect)
You now have resistance to Psychic damage and cant be charmed.
Muscular growth
Your speed now is increased by 10ft and your jump lengh is doubled.
Owl eyes
You have darkvision 90ft.
Plastic neural connections (requires 9 levels in Bioarchitect)
Your Intelligence goes up by 2 up to a maximum of 22.
Second heart (requires 15 levels in Bioarchitect)
Now when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Stimulated arm muscules (requires 9 levels in Bioarchitect)
Your melee atacks now deal 1d6 more damage.
Superhuman reflexes (requires 9 levels in Bioarchitect)
You now have advantage on Dexterity saving throws.
Wings (requires 15 levels in Bioarchitect)
You have a flying speed of 60ft.
Level 9: Medical expert
Your knowledge of the human body surpasses even the best medics. You gain expertise in Medicine (even if you weren't proficient in it).
Level 15: Poisoned body
Your body lived through countless experiments and now can handle any toxin. You gain resistance to poison damage, and you are immune to the poisoned condition.
Previous Versions
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1/22/2025 10:48:02 PM
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1/22/2025 10:50:31 PM
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1/23/2025 1:50:32 PM
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