Base Class: Artificer
Artificers that are not satisfied with their basic anatomy will try to transform themselves into altered lifeforms using biomancy. Biomancy is a form of magic focussed on the molding of the flesh. Strong biomancers can rebuilt creatures and turn themselves into immensely strong bioweapons.
Biomancer Spells
Beginning at 3rd level, you have studied the magic of nature so that you can manipulate it. You may prepare spells from the druid spell list.
Genetic Code Manipulation
At 3rd level, as a Biomancer you can alter the genetic code of living beings. Whenever you finish a long rest you can give one of the following traits to one humanoid within 10 feet of you or to yourself. This trait dissapears whenever the creature with this trait takes a long rest.
| trait | effect |
|---|---|
|
long limbed |
Increases the range of all your melee weapon attacks by 5 feet. |
|
Additional eyes |
Gives advantage to all perception (wisdom) checks. |
|
Hardened Skin |
Your armor class while not wearing armor is 15. |
|
Acidic Blood |
Whenever you take damage everyone within 5 feet of you takes 1d4 acid damage. |
|
Vine Hair |
You do not need food or air for a day for as long as you have spent at least 1 hour in the sun. |
Bio-Form
At 5th level, your experiments have altered your own genetic code to such an extend that you can change yourself to a so called Bio-Form. In this form you are capable of stretching the limits of your still humanoid form. As a bonus action you turn into your Bio-Form and the color of your skin and eyes changes to a pulsating green glow. You pulsate out a light that illuminates your surroundings up to 5 feet around you.
Whenever you are in your Bio-Form your Strength modifier becomes equal to your Intelligence modifier (unless it is already higher) and you can make two weapon attacks per action. Additionally you can choose one trait of the Genetic Code Manipulation feat. You have this trait for as long as you maintain your Bio-Form. You cannot spent hitdies or regain hitpoints by resting in your Bio-Form though you can end your Bio-Form as an action.
Spell of Mutation
At 9th level, you have managed to transform the flesh of creatures to assume the form you want. Once per long rest you may as an action expend a spell slot of 3rd level or higher to change a creature within 30 feet with at least 1 hitpoint that fails its Wisdom saving throw against your spell save DC into one of the following forms for 1 minute or until you lose concentration as if concentrating on a spell:
The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen creature. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Biohazard
At 15th level, your infusion can cause mutations to their victims. Whenever a creature that is not a contruct or an undead is killed by a weapon that is imbued by one of you artificer infusions you may as a reaction turn the killed creature into a poisonous explosion. Every creature within 15 feet except for you must succeed a constitution saving throw against you spell save DC or take 8d8 poison damage.
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