Base Class: Artificer
The Biomechanist sees the living world not as a fragile collection of organisms, but as the ultimate collection of advanced machinery. They are artificers who have abandoned the forge for the operating table, applying technical genius to the raw materials of life itself. Where other artificers craft weapons and armor from steel and magic, the Biomechanist works with sinew, bone, and living tissue—creating devices of horrifying elegance and grafting biological enhancements directly into willing creatures. To a Biomechanist, every living thing is a potential component, every organ a marvel of natural engineering, and every creature a machine waiting to be improved.
Level 3: Fleshcrafted Device
At 3rd level, you can construct devices from living or once-living matter during a Long Rest. You can create a number of devices equal to your Intelligence modifier (minimum 1). You can have up to two different types active at once. You can also expend a level 1 spell slot to create one additional device in 1 hour. A device lasts until you finish your next Long Rest. Only you, or a creature you give a device to, can use it, and a creature can benefit from only one device at a time. When you attack with a device you made, you can use your Intelligence modifier instead of Strength or Dexterity for its attack and damage rolls.
Spine-Blade. A dagger made of hardened vertebrae; it uses the Dagger's statistics. Once per turn, when the wielder hits a creature with it, the wielder can inflict a bleeding wound. The target must succeed on a Constitution saving throw against your spell save DC or take 1d4 Necrotic damage at the start of each of its turns. The target repeats the save at the end of each of its turns, ending the wound on a success. This damage increases to 2d4 at Artificer level 9 and 3d4 at Artificer level 15. A creature can have only one bleeding wound at a time; a new wound doesn't stack with an existing one. A creature within 5 feet can take a Utilize action to staunch it.
Fleshpounder. A club made of petrified muscle; it uses the Club's statistics. On a hit, the wielder can force the target to make a Constitution saving throw against your spell save DC or have the Stunned condition until the start of the wielder's next turn. Once any Fleshpounder you made stuns a creature, none of your Fleshpounders can do so again until you finish a Short or Long Rest.
Tendril Grappler. A coil of hardened sinew. As an action, a creature can throw it up to 30 feet to a surface and pull themselves to that point without spending movement. It can support up to 200 pounds and has a DC 15 Strength check to sever.
Level 3: Tools of the Fleshcrafter
At 3rd level, you gain proficiency with a Biomechanist's Kit —a collection of specialized surgical tools including scalpels, bone saws, suturing needles, and alchemical reagents used to preserve and animate biological material. This kit serves as your spellcasting focus.
You also gain proficiency in the Medicine skill. If you already have proficiency in Medicine, you can instead choose to gain proficiency in either Nature or Survival.
Biomechanist's Kit (50 GP, 8 lb.). Ability: Intelligence. Utilize: Harvest one usable component from a creature that has been dead for no longer than 24 hours (DC 10 + the creature's CR, treating a fractional CR as 0). Harvesting takes 10 minutes and can be done during a Short or Long Rest. Craft: Fleshcrafted Devices. The DM decides what form a component takes, such as an organ, a gland or a length of sinew. Creating your Chimera Construct (15th level) requires a component harvested from a creature of CR 5 or higher.
Medicine
You gain proficiency in the Medicine skill.
Nature or Survival (already proficient in Medicine)
If you already have proficiency in the Medicine skill, you instead gain proficiency in your choice of Nature or Survival.
Biomechanist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you but don't count against the number of artificer spells you prepare.
| Artificer Level | Spells |
|---|---|
| 3rd | False Life, Inflict Wounds |
| 5th | Alter Self, Enlarge/Reduce |
| 9th | Haste, Vampiric Touch |
| 13th | Death Ward, Polymorph |
| 17th | Raise Dead, Contagion |
Level 5: Bio-Enhancement
At 5th level, your mastery of biological engineering allows you to graft living tissue and organic material directly onto willing creatures as an enhancement to the magic items you make with Replicate Magic Item. This doesn't increase the number of magic items you can have from that feature; it is an optional biological expression of an item you have already made.
When you create a magic item with Replicate Magic Item and give it to a willing creature, you can choose to graft it biologically into their body instead. Choose one of the following grafted enhancements:
Hardened Flesh. If you graft a suit of armor or a Shield you made with Replicate Magic Item, the creature gains an additional +1 bonus to Armor Class for as long as the graft lasts, as their body adapts to the biological plating you have woven beneath their skin.
Living Weapon. If you graft a weapon you made with Replicate Magic Item, the weapon manifests as a biological extension of the creature's body—a bone blade, hardened carapace spike, or grafted limb. It does not require a free hand to wield and is considered part of the creature's body for the purpose of grappling and climbing.
Regenerative Bond. If you graft any magic item you made with Replicate Magic Item into a creature, then whenever that creature spends Hit Point Dice during a Short Rest it regains the maximum number of Hit Points from each die.
These enhancements last until you finish your next Long Rest. A creature can only benefit from one grafted enhancement at a time.
Level 9: Biological Graft
At 9th level, you can graft a magic item you made with Replicate Magic Item directly into a willing creature's body through a 10-minute surgical procedure, turning it into living tissue rather than a crafted object. Each biological graft counts against the number of magic items you can have from Replicate Magic Item, and it ends when you finish your next Long Rest. You can have a number of biological grafts active equal to your Intelligence modifier.
Choose from the following grafts when applying a biological graft:
Grafts of the Living Armor. You weave hardened biological plating beneath the creature's skin, granting a +1 bonus to Armor Class. This bonus increases to +2 at 14th level.
Internalized Weapon. You graft a retractable biological weapon into the creature's body such as a bone shortsword, hardened carapace blade, or calcified spike. The weapon has the Light property and deals 1d6 Piercing damage plus the creature's Strength or Dexterity modifier on a hit (add the modifier even when you attack with it through the Light property). The creature can attack with it only as the extra attack granted by the Light property or the Nick mastery property. It cannot be disarmed as it is part of their body.
Accelerated Metabolism. You restructure the creature's cellular regeneration. At the start of each of its turns, the creature gains Temporary Hit Points equal to your Intelligence modifier if it has at least 1 Hit Point remaining.
A creature can only have one biological graft active at a time. Removing a biological graft requires another 10-minute surgical procedure. The item keeps its normal properties while grafted. A creature can have one Bio-Enhancement and one Biological Graft at the same time, but their Armor Class bonuses don't stack; use the higher.
Level 9: Reactive Biomechanics
At 9th level, your understanding of biological systems allows you to trigger rapid defensive adaptations in living creatures. When you or a creature within 30 feet of you takes damage, you can use your Reaction to grant that creature resistance to that specific instance of damage. This resistance applies only to the triggering damage roll.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
This feature represents your ability to trigger a creature's biological defenses—hardening skin, redistributing impact through muscle and bone, or flooding tissue with natural analgesics—in the fraction of a second before damage lands.
Level 15: Chimera Construct
At 15th level, you can create a semi-sentient Chimera Construct during a Long Rest using harvested biological material and your surgical expertise.
The Chimera Construct uses a modified version of the Chimera stat block (Monster Manual) with the following changes:
- Its creature type is Construct rather than Monstrosity.
- Its Hit Point maximum equals five times your Artificer level (75 at 15th level) instead of the value in its stat block.
- It is immune to Poison damage and the Poisoned condition.
- It cannot be Charmed or Frightened.
- In combat, the construct acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block (including Symbiotic Link and Virulent Spores) or some other action. If you have the Incapacitated condition, it can take any action of its choice, not just Dodge.
- It uses your Proficiency Bonus in place of its own for its attack rolls, saving throws, skills, and save DCs.
The construct obeys your commands without question. If reduced to 0 Hit Points it is destroyed and cannot be rebuilt until you finish a Long Rest. Rebuilding it requires a new CR 5+ component.
The construct has three special abilities. Regenerating Flesh is always active. Symbiotic Link and Virulent Spores can each be used once and you regain both uses when you finish a Short or Long Rest.
Regenerating Flesh. At the start of each of its turns the construct regains 5 Hit Points if it has at least 1 Hit Point remaining. This regeneration does not function if the construct has taken Fire damage since the start of its last turn.
Symbiotic Link. As an action the construct can channel biological energy into a creature it can touch. Choose one of the following effects: the construct heals the target for 2d8 + your Intelligence modifier Hit Points, or the construct grafts a temporary layer of biological plating onto the target granting them resistance to Bludgeoning, Piercing, or Slashing damage (your choice) for 1 minute. Once used this ability can't be used again until you finish a Short or Long Rest.
Virulent Spores. As an Action the construct releases a cloud of toxic biological matter in a 10-foot radius centered on itself. Each creature of your choice in that area must make a Constitution saving throw against your spell save DC or take 3d6 Poison damage and become Poisoned until the end of their next turn. On a successful save the creature takes half damage and is not Poisoned. Once used this ability can't be used again until you finish a Short or Long Rest.
Regenerating Flesh
At the start of each of its turns the construct regains 5 Hit Points if it has at least 1 Hit Point remaining. This regeneration does not function if the construct has taken Fire damage since the start of its last turn.
Symbiotic Link
As an action the construct can channel biological energy into a creature it can touch. Choose one of the following effects: the construct heals the target for 2d8 + your Intelligence modifier Hit Points, or the construct grafts a temporary layer of biological plating onto the target granting them resistance to Bludgeoning, Piercing, or Slashing damage (your choice) for 1 minute. Once used this ability can't be used again until you finish a Short or Long Rest.
Virulent Spores
As an Action the construct releases a cloud of toxic biological matter in a 10-foot radius centered on itself. Each creature of your choice in that area must make a Constitution saving throw against your spell save DC or take 3d6 Poison damage and become Poisoned until the end of their next turn. On a successful save the creature takes half damage and is not Poisoned. Once used this ability can't be used again until you finish a Short or Long Rest.
Level 15: Master of Flesh and Steel
At 15th level, you have pushed the boundaries of biological engineering beyond anything thought possible. Your own body has become your greatest creation. You gain the following features:
Iron Stomach. Your body has been conditioned to process and neutralize the most corrosive and toxic substances. You gain resistance to Acid and Poison damage and immunity to the Poisoned condition.
Reactive Regeneration. As a Bonus Action, you can trigger an emergency biological regeneration protocol in your own body, regaining Hit Points equal to 2d10 + your Intelligence modifier. Once you use this feature you must finish a Short or Long Rest before you can use it again.
Overload Grafts. As an action, you can push all of your active biological grafts beyond their normal parameters for 1 minute. While overloaded: Grafts of the Living Armor grants a +3 bonus to Armor Class instead of its normal bonus. Internalized Weapons deal an extra 1d6 damage of a type appropriate to the weapon on each hit. Accelerated Metabolism grants twice as many Temporary Hit Points. Your Chimera Construct's Symbiotic Link healing is also doubled for the duration. Once you use Overload Grafts you must finish a Long Rest before you can use it again.
Masterwork Body. Your body itself is now your finest creation. You no longer need to eat, drink, or sleep, though you still need a Long Rest, which you spend in an inactive, motionless state rather than asleep. You have Advantage on saving throws against disease.
Previous Versions
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