“There are artificers who claim to recognize the folly of attempting to shield ourselves with shells of iron and the dangers of over-reliance on clockwork trinkets. Where does that leave one when they are incarcerated by Duergar and separated from their toys? When the Invisible Stalker or equally lethal assassin slip in through a window in the dead of night, while your armor and pepperbox gather dust? When the Rust Monster turns your months of hard work into a caustic puddle? The best, the only path forward, is to augment that which we are bonded to until death do us part: The body itself. These so-called “Biotic Inquisitors” test groundbreaking genetic concoctions to “mutate” their subjects and bestow upon them uncanny abilities, often at the cost of breaking the subjects themselves. No matter the cost, no one can deny the spectacular results. They can turn others into living weapons, unbreakable bulwarks, magical batteries, repurpose the carcasses of the monsters they vanquish for their own macabre ends. And you actually want to join them? Guess you’d fit right in.”
-Magi Almar Kyorthel to Gunther, servant of Sivik the Fathomless
The complete Biotic Inquisitor subclass, with all-new class features and spell choices borrowing from the Ranger and Druid lists.
9 potential motivations for a Biotic Inquisitor, both to set up character objectives and give you a feel for the subclass.
Mutation system, featuring up to 12 different modifications, offering both reinforcement of a class or the chance for overlap between roles. Each mutation comes with perks and weaknesses. To those who love give-and-take choices in RPGs like the Trait system in Fallout: New Vegas, this is for you!
Rules on how to create your very own Frankenstein Monster. Thoroughly detailed to allow you to mix and match sections of all your favorite creatures (up to a certain CR…) into an abomination of nature for your Inquisitor to command.
Table of suggested physical alterations accompanying each of the 12 mutations, to detail your transformation further or even just to get your creativity flowing.
Table for suggested behavioral changes upon mutation. It’s not easy being (isotopic) green.
Table to determine potential workshop ideas for your Inquisitor. You can’t rightfully call yourself a mad scientist without a mind-blowing lab to match.
Sample NPC with their very own story and goal. Accompanied by an adventure plot hook.
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“There are artificers who claim to recognize the folly of attempting to shield ourselves with shells of iron and the dangers of over-reliance on clockwork trinkets. Where does that leave one when they are incarcerated by Duergar and separated from their toys? When the Invisible Stalker or equally lethal assassin slip in through a window in the dead of night, while your armor and pepperbox gather dust? When the Rust Monster turns your months of hard work into a caustic puddle? The best, the only path forward, is to augment that which we are bonded to until death do us part: The body itself. These so-called “Biotic Inquisitors” test groundbreaking genetic concoctions to “mutate” their subjects and bestow upon them uncanny abilities, often at the cost of breaking the subjects themselves. No matter the cost, no one can deny the spectacular results. They can turn others into living weapons, unbreakable bulwarks, magical batteries, repurpose the carcasses of the monsters they vanquish for their own macabre ends. And you actually want to join them? Guess you’d fit right in.”
-Magi Almar Kyorthel to Gunther, servant of Sivik the Fathomless
Download the Homebrew here: https://www.dmsguild.com/product/408223/Artificer-Specialty--Biotic-Inquisitor?src=newest_in_dmg&filters=45469, including:
The complete Biotic Inquisitor subclass, with all-new class features and spell choices borrowing from the Ranger and Druid lists.
9 potential motivations for a Biotic Inquisitor, both to set up character objectives and give you a feel for the subclass.
Mutation system, featuring up to 12 different modifications, offering both reinforcement of a class or the chance for overlap between roles. Each mutation comes with perks and weaknesses. To those who love give-and-take choices in RPGs like the Trait system in Fallout: New Vegas, this is for you!
Rules on how to create your very own Frankenstein Monster. Thoroughly detailed to allow you to mix and match sections of all your favorite creatures (up to a certain CR…) into an abomination of nature for your Inquisitor to command.
Table of suggested physical alterations accompanying each of the 12 mutations, to detail your transformation further or even just to get your creativity flowing.
Table for suggested behavioral changes upon mutation. It’s not easy being (isotopic) green.
Table to determine potential workshop ideas for your Inquisitor. You can’t rightfully call yourself a mad scientist without a mind-blowing lab to match.
Sample NPC with their very own story and goal. Accompanied by an adventure plot hook.