Base Class: Artificer
"I am my greatest invention—and my gravest mistake."
-Dr. Henry Jekyll
While many artificers create mechanical marvels, you chose a darker path: the path of internal augmentation. As a Bioforged artificer, you have studied the limits of physiology, arcane biology, and volatile chemistry—not to heal, but to evolve. Through calculated self-experimentation, you have unlocked a method to trigger a monstrous transformation, temporarily unleashing your mind’s brilliance through terrifying physical power.
This change is not the result of an elixir or mechanical implant, but a neurological failsafe, buried deep within your own nervous system. Your mind remains sharp, your intentions intact—but your body becomes a weapon.
Whether your transformation is the result of science gone too far, or a desperate attempt to protect others at great cost to yourself, your Mutated State is as much a curse as it is a gift.
Monstrous Proficiency
3rd-level Bioforged feature
You gain proficiency in the Intimidation skill and heavy armor. You ignore the speed reduction for armor that you are proficient with.
Bioforged Spells
3rd-level Bioforged feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Bioforged Spells
| Artificer Level | Spell |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Controlled Mutation
3rd-level Bioforged feature
You gain the ability to undergo a terrifying transformation.
As a bonus action, you can enter a Mutated State, which lasts for 1 minute. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.
While in your Mutated State:
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You may use your Intelligence modifier in place of Strength for:
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Melee and Thrown weapon attack and damage rolls.
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Strength Saving Throws
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Athletics checks.
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Grapple and shove attempts.
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You gain temporary hit points equal to 1d8 + your Artificer level at the start of the transformation.
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Once per turn when you hit with a melee attack, you can deal additional force damage equal to your Intelligence modifier (minimum 1).
Mutated State Flavor Table
Your transformation is unique to you. When you enter your Mutated State, consider how it manifests. You can roll on the table below or choose an option that fits your character.
| d6 | Mutation Manifestation |
|---|---|
| 1 | A powerful toxin is pumped through your veins, increasing your strength and rage. |
| 2 | Your muscles triple in size as your skin turns green, tearing through your clothes with a sickening rip. |
| 3 | Your voice becomes a guttural growl, your skin covered in dark fur, as large fangs emerge. |
| 4 | Mechanics overwhelm your body and mind, as gears move enlarged limbs. |
| 5 | A ghostly second silhouette of your monstrous self consumes your body briefly. |
| 6 | Your eyes burn with alchemical fire, and your footsteps crack the floor beneath you. |
Extra Attack
5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Enhanced Mutation
9th-level Bioforged feature
Your transformation becomes more powerful. Choose one of the following Mutated Adaptations, which you gain while in your Mutated State:
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Carapace Hide
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Overcharged Muscles
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Predator’s Instinct
You may switch to a different adaptation each time you enter your Mutated State.
Carapace Hide
9th-level Bioforged feature
Carapace Hide: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Overcharged Muscles
9th level Bioforged feature
Overcharged Muscles: Your jump distance triples, and your movement speed increases by 15 feet.
Predator's Instinct
Level 9 Bioforged feature
Predator’s Instinct: You gain darkvision 60 ft (or increase existing darkvision by 60 ft), and you have advantage on Perception checks relying on hearing or smell.
Unleash the Monster
15th-level Bioforged feature
You can fully let go and become a force of devastating intellect and fury.
As a bonus action while in your Mutated State, you can unleash your full transformation until your Mutated State ends. During this time:
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You gain advantage on all Strength-based and Intelligence-based ability checks and saving throws.
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Your carrying capacity is doubled.
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When you are reduced to 0 hit points, you can instead drop to 1 hit point. This can happen once per transformation.
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Each attack you make deals an extra 2d6 damage on hit.
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Your melee weapon attacks score a critical hit on a roll of 19 or 20.
This can be used once per long rest, and you may expend a spell slot of 3rd level or higher to use it again.
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