Hello I'm making a flesh sculptor/biomancer themed subclass for the artificer, and I hoping to get some feed back on it/ideas for it. Some of the main things I'm looking for are ideas for what the 15th level feature should be, and how to better balance it. Anyways here's the sub class.
Name: Flesh Sculptor
Base Class: Artificer
Spell List
1st: Inflict Wounds, Zephyr Strike
2nd: Blindness/Deafness, Gentle Repose
3rd: Animate Dead, Feign Death
4th: Giant Insect, Polymorph
5th: Contagion, Raise Dead
Features
3rd: Cosmetic Surgeon: Over the course of a short rest you can change a creatures appearance. You determine the specifics of the changes, including their coloration, hair length, sex, and weight. You can make them appear as a member of another race, though none of their game statistics change.And their basic arrangement of limbs must stay they same.
5th level: Self Enhancement: Over the course of a long rest you can alter your body, granting yourself unique abilities. You can have a number of alterations made equal to half your proficiency bonus rounded down.
Chitinous Carapace: You have an unarmored AC equal to 12+your CON modifier.
Aquatic Adaptation: You can breathe underwater and have a swimming speed equal to your walking speed.
Digitigrade Legs: Your walking speed increase by 10ft, and you can your DEX modifier to long and standing jump checks.
Prehensile Feet: You have a climbing speed equal to your walking speed, and you can take the use an object action as a bonus action.
Patagium Flaps: When falling for every 1ft you move verticaly you can move 5ft horizontally, you also take no falling damage when you land.
Predatory Vision: You have dark vision with a range of 60ft, and a +2 to perception skill checks.
Venom Glands: As an action you make a ranged attack roll, on a success you deal 2d6 acid damage.
9th level: You can now give a number of willing creatures equal to your proficiency bonus one of your alterations.
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Hello I'm making a flesh sculptor/biomancer themed subclass for the artificer, and I hoping to get some feed back on it/ideas for it. Some of the main things I'm looking for are ideas for what the 15th level feature should be, and how to better balance it. Anyways here's the sub class.
Name: Flesh Sculptor
Base Class: Artificer
Spell List
1st: Inflict Wounds, Zephyr Strike
2nd: Blindness/Deafness, Gentle Repose
3rd: Animate Dead, Feign Death
4th: Giant Insect, Polymorph
5th: Contagion, Raise Dead
Features
3rd: Cosmetic Surgeon: Over the course of a short rest you can change a creatures appearance. You determine the specifics of the changes, including their coloration, hair length, sex, and weight. You can make them appear as a member of another race, though none of their game statistics change.And their basic arrangement of limbs must stay they same.
5th level: Self Enhancement: Over the course of a long rest you can alter your body, granting yourself unique abilities. You can have a number of alterations made equal to half your proficiency bonus rounded down.
Chitinous Carapace: You have an unarmored AC equal to 12+your CON modifier.
Aquatic Adaptation: You can breathe underwater and have a swimming speed equal to your walking speed.
Digitigrade Legs: Your walking speed increase by 10ft, and you can your DEX modifier to long and standing jump checks.
Prehensile Feet: You have a climbing speed equal to your walking speed, and you can take the use an object action as a bonus action.
Patagium Flaps: When falling for every 1ft you move verticaly you can move 5ft horizontally, you also take no falling damage when you land.
Predatory Vision: You have dark vision with a range of 60ft, and a +2 to perception skill checks.
Venom Glands: As an action you make a ranged attack roll, on a success you deal 2d6 acid damage.
9th level: You can now give a number of willing creatures equal to your proficiency bonus one of your alterations.
If I can't say something nice, I try to not say anything at all. So if I suddenly stop participating in a topic that's probably why.