Artificer
Base Class: Artificer

While most artificers pursue the advancement of technology through forge and fire, some focus their efforts on manipulating the natural world.  These biomancers shape wood, stone, and flesh instead of metal, and their laboratories are the wild forests and plains, rather than stuffy chambers.

Natural Scholar

When you choose this subclass at 3rd level, you gain proficiency in the Nature skill, as well as with woodcarver’s tools.

Biomancer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown below.  These spells count as artificer spells for you, but they don’t count against the number of spells you can prepare each day.  You can use an arcane focus or a druidic focus to cast artificer spells.

Self-Modification

At 3rd level, you gain the ability to modify your own body.  When you finish a short or long rest, you can choose to gain one of the following benefits:

  • You gain a swimming speed equal to your walking speed. Also, you can breathe air and water.
  • You gain a climbing speed equal to your walking speed.
  • You gain a burrowing speed equal to your walking speed. Also, you gain blindsight with a range of 10 feet.
  • You gain the ability to squeeze through spaces as narrow as 1 inch wide.
  • You can cast the feather fall spell at will, but only on yourself.
  • You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
  • Your speed increases by 10 feet. Also, your jump distance is doubled.
  • You have advantage on Acrobatics and Athletics checks.
  • You have advantage on Investigation and Perception checks.
  • You have advantage on Stealth checks.
  • You have advantage on Intimidation checks.
  • You have advantage on your choice of Strength, Dexterity, or Constitution saving throws.
  • You gain a natural melee weapon that deals your choice of bludgeoning, piercing, or slashing damage. Its damage die is a d6, and it has the finesse property.  When you reach 6 level in this class, your natural weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • You gain a natural ranged weapon that deals your choice of acid, cold, fire, lightning, or poison damage. Its damage die is a d6, and it has a short range of 20 feet and a long range of 40 feet.
  • When you choose this benefit, you can make minor alterations to your appearance, as if you had cast disguise self. However, you cannot change your clothing with this feature.  Unlike the spell, the changes are physical, not illusory, and last for 24 hours or until you end the effect as a bonus action.

You can only have one active benefit at a time.  This limit increases when you reach certain levels in this class: to two benefits at 9 level and three at 15 level.  You cannot choose the same benefit more than once.

Mutable Carapace

At 5th level, you can make further modifications to yourself.  When you finish a long rest, choose one of the following benefits:

  • Your AC equals 17 while you are not wearing armor. You can still benefit from a shield.
  • You gain resistance to your choice of either Bludgeoning, Piercing, or Slashing damage.
  • Choose either Acid, Cold, Fire, Lightning, or Poison damage—when you would take damage of the chosen type, you can use your reaction to gain immunity to that damage. You can use this feature a number of times per day equal to your proficiency bonus.

You can only have one active benefit at a time.

Augmented Allies

At 9th level, you gain the ability to modify the bodies of other creatures.  When you use the Self-Modification feature, you can choose any number of willing creatures within 10 feet of you—those creatures gain one benefit of your choice from those listed in the Self-Modification feature.  A creature can only have one benefit granted by this feature at a time.

Master of Modification

At 15th level, your mastery of biological manipulation is complete.  Choose two benefits from the Self-Modification feature—those benefits become permanent for you.  You can use the Self-Modification feature during 10 minutes of rest instead of a short or long rest, but only once per day.  Also, you can permanently grant one benefit listed in the Self-Modification feature to another willing creature by spending 8 hours performing the procedure.  During this time, that creature is incapacitated and unconscious, and the process fails if it is interrupted.  That creature can only have one benefit granted by this feature.

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