Artificer
Base Class: Artificer

Create medicines/poisons/acids/necroses in the form of disease. compact the diseases into bombs/syringes/inhalants. Create new diseases, and test them on your friends and family. Plague the world with sickness and health. take comfort in the fact that you create diseases to cure them. why? thats for you to decide. Become a Bioalchemical scientist whos discovered microbes and cure all disease. Become the Plaguefather that will consume the world in precious pestilence and cure those who follow your way. its up to you to decide how you wish to wage biowarfare.

Bio-Alchemy (Diseases)

List of Diseases

Disease Types

Inhalant: Ranged aoe attack attach to bombs to increase distance and AOE range.
Injectable: Melee range, inject in bomb to add AOE range. attach to crossbow, arrows, or gun to give weapon attack range.
Topical: Melee range, cannot be added to bomb

Creation Charges:

You only have 1 creation charge per day. you may save up to 4 creation charges (1 per long rest). add a creation charge generated per long rest by 1 at levels 5, 9, and 15. Use creation charges to make vaccines/diseases.

*Roll 1* FTHD (Four Tiny Hogs Disease): Inhalant, Produce a cloud of smoke equivilent to the "Fog Cloud" spell, at higher levels the spell deals damage and changes damage type depending on level. all creatures in the cloud must roll a con saving throw or take damage equal to level. on a succesful save only take half. Level 5: 4d6 poison damage, Level 9: 6d8 acid damage, Level 15: 7d10 necrotic damage.

*Roll 2* DABD (Davey and Behemoth Disease): injectable, Makes the target think they are really large or really small. affected creatures must make a Wis saving throw. on a failed save creatures will think they are extremely large OR extremely small. roll 1d4 on an even roll target will think they are smaller, and are affected by the "Frightened" condition against attacking creatures. on an odd roll the creature will think they are Larger than everyone around them. At the start of the creatures turn it will use all of its movement and actions to attack the nearest creature. Higher levels increase disease-save dc. Level 6: add 1 more to DC Level 10: Add an additional 1 to DC Level 14: Add an additional 1 to DC

*Roll 3* SCD (Slumbering Cutie Disease): Injectable,  Puts targets to sleep, as microbes attack the nervous system. creatures are affected by the "sleep" spell. at higher levels target experiences nightmares and may take psychic damage while "Unconscious". creatures make a Wis saving throw, on a failed save creature is affected by nightmares depending on level.
Level 5: when woken up creature is affected by "Frightend" condition untill the end of its next turn. creature remains unconscious"  for an additional minute after falling "Unconscious" Level 9: Creature takes 2d10 psychic damage and remains "Unconscious" . Level 15: Creature takes an additional 2d10 psychic and remains "Unconscious" . Creatures affected by "Unconscious" remain "Unconscious"  for 1 hour.

*Roll 4* MBMCV (Mini Blue Mounting Cowl Virus): Injectable, Targets brain is attacked aggressivley, everyone around them is their best friend. affected creature is has to make a save by the "Charm Monster" spell. creature makes Wis saving throw. At higher levels the "Charmed" effect lasts longer. Level 5: increase "Charmed" time by 1 hour Level 9: increase "Charmed" time by 1 hour. Level 15:  Increase "Charmed" time to Permanent. Lower Int of controlled creature by 5.

*Roll 5*  AUFI (Allie in Underland Fungal Infection): Topical, infects the skin with mushrooms that absorb neutrients from the skin. Using spellcasting level wipe the cream on a target within 5ft. target takes 4d6 poison damage. creature must roll a con saving throw or be infected. roll a Con saving throw, on a failure target takes an additional 1d6 poison damage on its next turn(s). infected creatures may use a bonus action to fight off infection. Roll a Con saving throw to remove infection. Level 5: saving throw increased by 1, change damage to acid Level 9: Saving throw increased by 1, Deal an additional 1d8 from all sources of this disease change all d6 to d8 Level 15: Saving throw increased by 1, deal additional 2d10 from all sources of this disease, change damage to necrotic, change all damage to d10.

 *Roll 6*  JJC (Jake and Jell Contaminate): Inhalant, a biohazardous contaminate that infects the minds of all who breathe. all targets in a 15 foot sphere of affected area must make a  Wis saving throw. On a failure all creatures infected will see double and have disadvantage on all action rolls and saving throws untill the saving throw is met, Deal 4d6 pyschic damage. on a success creature is unaffected and takes half damage. level 5:damage increased to 6d8 level 9: damage increased to 6d10 level 15:damage increased to 8d12

Bio-Bomb

Bio-Bomb

Bio-Bomb Mechanics:
Bio Bombs can be in either throwable or animatronic form. the animatronics take the form of small mechanical spiderlings. Each bio bomb deals damage increased as you level up.
Bombs are dependant on your spellcasting DC. 
Injectables: Injectables can be added to bio bombs add a 15 foot aoe range to their effects in the shape of a sphere, affecting all creatures in the area
Inhalants: Inhalants AOE range is increased by 20
Topical: Topical diseases and vaccines can not be added to Bio-Bombs
If disease is applied, add additional damage equal to skill level to disease. If no disease is added deal damage equal to skill level.
You may have up to 3 Bio-Bombs, Bio-Bombs recharge after a long rest. Roll 1d4 to see how many you create.
Instead of creating a disease after a long rest, you may use that time to add a disease to a Bio-Bomb. 
only 1 disease per Bio-bomb may be applied.
Bio-Bombs deal an additional 1d8 poison damage on top of disease effects. Level 5: 2d8 poison damage Level:9 3d8 Acid damage Level 15:4d8 Necrotic Damage
A Bio-Bomb with no disease added deals 1d10 of whatever level the Bio-Bomb skill is.

Bio-Bot

Gain immunity to acid. Create a Bio-alchemechanical Machine of small or medium size. Use the "Giant Spider" monster stat block, it keeps all its abilities, but is considered a construct.  Bio-Bombs may be added to the Bio-Bot using a bonues action. Bio-Bot is installed with alchemical centrifuge. Add 1 more creation point to your daily disease/vaccine creation. prep diseases/vaccines in the centrifuge the previous night to create your disease overnight. Bio-Bombs added to the bio bot have an increased range of 300 ft. only 1 bomb may be added to the Bio-Bot at a time.  during combat you may move your Bio-Bot 30 ft per turn. It can traverse walls cielings and other obstacles. It can shoot a strand of web within 60ft as a bonus action. while climbing on its web movement speed is doubled. it can fit in spaces no smaller than small. The Bio-Bot has surveillance equipment that can be monitered through one of your Bio-Bombs. It also containes a two-way radio conected to your Bio-Bombs. Lastly it contains a DNA/Substance analyzer. It will take 8 hours to analyze any substance. The Bio-Bot can be "Mended" if broken or repaired after a short rest.

Bio-alchemy (Vaccines)

Create vaccines and medicines to heal party members from diseases using 2 creation points. roll 1d4 to see which vaccine you create. you can create vaccines for any disease as long as you have a sample and 48 hours. vaccines can be created in the centrifuge. Add 1 more creation point to your daily disease/vaccine creation. while an unknown vaccine is being made no other diseases or vaccines can be created. known vaccines can be created in 1 hour using your daily creation. you may only have 2 of each vaccine of your known vaccines at a time. 

(roll 1) Ingestible- heal 4d8+spellcasting modifier. gain resistance to poison. increase healing by 1d8 every 2 character levels.

(roll 2) topical- heal 3d8+spellcasting modifier and cures petrification. increase healing by 1d8 every 2 character levels.

(roll 3) Injectable- heal 3d8+spellcasting modifer. cures blindness including from magical effects such as the "Darkness" spell. increase healing by 1d8 every 2 character levels

(roll4) Inhalant- Heal each creature in a 15 ft dome for 4d8+spellcasting modifier. increase healing by 1d8 every 2 character levels. 

Plaguefather

Gain immunity to necrotic damage. Combine any 2 vaccines or diseases containing both of their effects. use 2 of each chosen disease/vaccine charges for a total of 4 charges. only 2 super vaccine/diseases can be made at a time.  Add 1 more creation point to your daily disease/vaccine creation. use a total of 4 creation points to create 1 super disease.

Plaguefather

Create a super disease/vaccine

Bioalchemist Image

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