Artificer
Base Class: Artificer

Madmen, freaks, and monsters, are what Bioficers are often called, and while this very well may be true, you see it a different way. The body of a humanoid is one of the most complicated machines known to the realms, yet it's flawed in so many ways. You set out to fix those flaws as you see fit. Will you inject yourself with chemicals to enhance sight? Give yourself stronger lungs through mechanical replacement? These are some of the questions a Bioficer asks themselves, and the horrors they must face in pursuit of the perfect humanoid form.

Creator's Note: This subclass is not made to be compatible with DnDbeyond's character maker.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's tools or alchemist's supplies, your choice. If you are already proficient with both, you gain proficiency with one other type of artisan's tools of your choice.

Bioficer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Bioficer 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 SPELLS

3rd

cause fear, armor of agathys

5th

beast sense, dragon's breath

9th

gaseous form, vampiric touch

13th

grasping vine, stoneskin

17th

contagion, far step

 

Altered Form

When you choose this specialty at 3rd level, you learn to morph and change your body. 

Mutations. You gain three mutations of your choice, which are detailed under "Mutations" below. Mutations enhance you either mentally or physically, bringing you closer to a more powerful form. You gain an additional mutation at 6th, 10th, 14th, and 18th level. Each time you gain a level, you can replace one mutation you know with a new one.

Forced Evolution

Starting at 5th level you have discovered a way to temporarily force evolution upon yourself for your own benefit. You gain a pool of D8's equal to your Intelligence modifier. You can spend these dice in the following ways:

  • As a bonus action, you can spend a die to give yourself extra protection. Roll a D8, adding your Constitution modifier to the total. You gain a number of temporary hit-points equal to the number rolled.
  • When you hit with an attack of any kind, you can spend a die to deal extra damage. Roll a D8, adding the total to your attack damage.
  • As a reaction upon failing a saving throw, you can spend a die to potentially succeed on the throw. Roll a D8, adding the number rolled to your failed saving throw, potentially making it a success.

You can only spend one die per turn, regaining all spent die upon finishing a long rest.

Powerful Augmentation

Starting at 9th level, your forced evolution becomes more potent and powerful:

  • Your dice pool is now equal to two times your Intelligence modifier.
  • When using Forced Evolution to give yourself temporary hit-points, extra damage, or saving throw bonuses, you may spend two dice instead of one.
  • During a short rest, you may exchange hit-die for Forced Evolution die on a one-for-one basis.

Superior Form

Starting at 15th level, you have learned to partially turn yourself into a superior being. As a bonus action, you can transform into this form, gaining the following benefits:

  • You gain resistance to non-magical slashing, piercing, and bludgeoning damage, force damage, and psychic damage.
  • You have advantage on all saving throws against magic.
  • You add your Intelligence modifier to all damage or healing done.
  • You double your proficiency bonus for any skill checks made.
  • All spells you cast require no verbal or somatic components.

This form lasts for 1 minute, after which you cannot transform again until finishing a long rest.

Mutations

All mutations are presented in alphabetical order.

Athletic Build: You have advantage on all Strength (Athletics) checks and count as one size larger when determining carrying capacity, as well as how much weight you can push, drag, and lift.

Climber: You gain a climbing speed equal to your walking speed.

Element Resistance: Choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to that damage type and natural weapons may deal the selected damage.

Enhanced Mobility: Your walking speed increases by 10 feet and your jump distance is doubled.

Enhanced Sight: You gain Darkvision with a range of 60 feet. If you already have Darkvision, increase its radius by 30 feet.

Fuel-Efficient: You require only half the normal food and drink for a creature your size to function, and only need to sleep half as long to gain the benefits of a long rest. 

Immune System Overhaul: You gain resistance to poison damage and have advantage on saving throws against poison and disease.

Imperfect Flight (Prerequisite 10th level): As a bonus action, you gain a fly speed of 30 feet. This benefit lasts for 1 minute and cannot be used again until after finishing a long rest.

Improved Melee Lethality (Prerequisite 10th Level): You gain a natural weapon that you use to make unarmed attacks. This natural weapon deals 2D6 + your Strength modifier bludgeoning, piercing, or slashing damage. To use this weapon you must not be wielding anything in either hand. For purposes of infusion, this mutation counts as a martial weapon.

Improved Ranged Lethality (Prerequisite 10th Level): You gain a natural weapon that you can make ranged attacks with. This weapon has a range of 120 feet and deals 1D10 + your Dexterity modifier bludgeoning, piercing, or slashing damage. To use this weapon you must not be wielding anything in either hand. For purposes of infusion, this mutation counts as a martial ranged weapon.

Innate Melee Lethality: You gain a natural weapon that you use for unarmed strikes. This natural weapon deals 1D8 + your Strength modifier bludgeoning, piercing or slashing damage. For purposes of infusion, this mutation counts as a simple weapon.

Innate Ranged Lethality: You gain a natural weapon that you can make ranged attacks with. This weapon has a range of 60 feet and deals 1D6 + your Dexterity modifier on a hit. For purposes of infusion, this mutation counts as a simple ranged weapon.

Mental Fortitude: You have resistance against psychic damage and have advantage against being charmed or frightened.

Natural Protection: While not wearing armor, your AC is equal to 13 + your Dexterity modifier. A shield's benefits apply to you as normal. For purposes of infusion, this mutation counts as light armor.

Partially Amphibious: Gain a swimming speed equal to your walking speed. You can hold your breath three times longer than normal.

Primal Senses: You have advantage on Wisdom (Perception) checks that rely on sound and smell. You can also communicate simple ideas with Small or smaller beasts through the use of gestures and sounds.

Speech of Intellectuals: You gain Telepathy out to a 30 foot radius. You must be able to see the creature and speak in a language the creature understands to communicate in this way.

Previous Versions

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