Artificer
Base Class: Artificer

A Transmuter specializes with enhancing and manipulating mater, whether it be living mater or on objects. They expertly enhance living creatures without fail, and reshape non-living mater with ease. They are known throughout the realms as many titles; flesh sculptures, biomancers, augmenters. They seek the hidden truths that lie in the physical form, which has lead to many failed "experiments" of deadly monstrosities that roam the world without a master. 

Tool Proficiency

3rd-level Transmuter feature

You gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Transmuter Spells

3rd-level Transmuter feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Transmuter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Transmuter Spells

Transmuter Level Spell

3rd

jump, longstrider

5th

darkvision, alter self

9th

animate dead, haste

13th

fabricate, stone shape

17th

awaken, animate objects

Enhance Being

3rd-level Transmuter feature

You learn to alter yourself or a creature you touch during an hour long procedure in order to create a near perfect being. You choose one feature from the Creature Enhancement table. Once you choose an option from this feature, it is permanent. A greater restoration or similar magic can undo the effect. A creature can only benefit from one enhancement from this table at a time. At 6th level and again at 15th level you can choose another option from this feature, or apply it to another creature. Applying this effect on yourself or another creature requires you to have leatherworker's tools on your person, and must be done during a long rest. 

Creature Enhancement

Enhancement Effect

Aquatic Adaption

The creature gains a swimming speed equal to their movement speed and can breathe underwater. 

Feral Adaption

The creature's unarmed strikes deal an additional 1d4 slashing damage and they gain a climbing speed equal to their movement speed. 

Heightened Senses

The creature gains advantage on Wisdom (Perception) checks that rely on hearing or smelling. 

Cat Eyes

The creature gains darkvision to a range of 60-feet.

Tough Skin

The creature gains resistance to cold or fire damage (Your choice as you choose this option). 

Poisonous

The creature gains resistance to poison damage and their blood becomes poisonous. They can use their blood to make poisons.

Transmutable Expert

5th-level Transmuter feature

You've expertly learned to use spells that modify the body, allowing you to have an edge in combat. Whenever you cast a transmutation spell that has the range of touch or self, you can choose one willing creature within 5-feet of you when you cast the spell to duplicate the effects of the spell onto that creature. If the spell requires concentration, you concentrate on the spell for both creatures. 

Advanced Enhancement

9th-level Transmuter feature

You further alter yourself by performing a new enhancement procedure. You choose one feature from the options listed. Once you choose an option from this feature, it is permanent. A greater restoration or similar magic can undo the effect. If the effect is removed, you may choose a new effect to apply by performing the procedure again. Applying this effect on yourself requires you to have leatherworker's tools on your person, and must be done during a long rest. 

Acidic Glands

You gain resistance to acid damage and you can secrete acid from glands in your mouth to apply a coating to weapons as an action, that deal an additional 1d6 acid damage on hit.

Enhanced Reflexes

You gain advantage on Dexterity checks.

Heightened Endurance

You gain a advantage on Constitution checks.

Regenerative Tissue

When you take a short rest, you heal for additional hit points equal to your proficiency modifier per hit die. 

Synthetic Muscles

You gain advantage on Strength checks. 

Tranquil Mind

You gain advantage on Wisdom saving throws. 

Transmutation Master

15th-level Transmuter feature

You have mastered the ability of enhancing mater to a point that you it becomes second nature to you, granting you some additional features:

  • You gain resistance to piercing and slashing damage from nonmagical weapons.
  • You can cast etherealness and animal shapes without expending a spell slot and without preparing the spell, provided you use your leatherworker's tools as the spellcasting focus. Once you cast either spell with this feature, you can’t cast that spell with it again until you finish a long rest.

Previous Versions

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