Base Class: Artificer
The Biomancer allows for the manipulation of creatures through Infusions and Mutations.
Biomancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level
- 3rd: Bane, Detect Poison and Disease
- 5th: Barkskin, Wither and Bloom
- 9th: Animate Dead, Life Transference
- 13th: Polymorph, Confusion
- 17th: Animate Objects, Enervation
Biological Infusion
At 3rd level, you gain the ability to use Infusions on living and non-living creatures, to do so the creature must be willing or unable to resist being infused (such as being paralyzed or unconscious.) and the creature must have a part of it's body analogous for what item is necessary for the Infusion (for instance, if the infusion requires a helmet the creature must have a head or similar.), infusions that require weapons or arcane focuses can use body parts instead (Biological Infusions of weapons counts as unarmed strikes), Infusing a creature takes 1 hour per infusion.
Creatures can have a number of Infusions in them equal half creature's Constitution modifier rounded up or half your Intelligence modifier rounded up (Minimum of 1), whichever is lowest.
Any other rules related to Infusions still apply.
Mutate Form
When reaching level 5th, you learn how to Mutate creatures to give any creature you can see in a 60ft radius certain abilities or weaknesses at the cost of 1 action, when using Mutate Form, unwilling creatures must roll a Wisdom or Constitution saving throw of DC equal to your spell save DC to resist being Mutated, passing the save prevents the mutation.
You have a number of uses of Mutate Form equal to half of your Intelligence modifier rounded up (minimum of 1) and you regain all expended uses on a short rest; Upon using Mutate Form on a creature that creature gains a mutation, mutations last for 1 minute but end immediately if you or the targeted creature are unconscious, you can also dismiss mutations as a bonus action.
You can choose any of the mutations bellow, a creature may not share two of the same mutation.
- Muscle Growth: You grant a creature double it's caring capacity and advantage on attack rolls using Strength.
- Thicker Skin: The creature gains +2 to it's Armor Class.
- Developing Tumor: At the end of your turn the creature receives 3 poison damage.
- Hyper Agility: You grant the creature gains +10ft to it's walking speed and a flight speed of 5ft.
- Regenerate Tissue: You restore 2 hit points at the end of your turn to the selected creature.
- Weaken Core: You reduce the creature's speed by 10 or 15 if it is wearing heavy armor, the creature also has disadvantage with heavy weapons.
- Amplify Senses: You give a creature a +2 bonus to attack rolls.
- Subdue Aggression: You subtract 2 from the creature's attacks rolls.
Harmful Side Effects
At 9th level, whenever a mutation ends or is dismissed the creature who was under the effect of the mutation must roll 1d20 to determine the side effects of the mutation, if you are within 60ft of the creature you may use a reaction to add advantage to the roll.
Total value and effect.
- 1: The creature takes 4d8 necrotic damage.
- 2 - 3: The creature takes 3d8 necrotic damage.
- 4 - 5: The creature takes 2d8 necrotic damage.
- 6 - 8: The creature takes 1d8 necrotic damage.
- 9 - 12: No side effects.
- 13 - 15: The mutation effect is extended by 1 full turn.
- 16 - 17: The mutation effect is extended by 2 full turns.
- 18 - 19: The mutation effect is extended by 3 full turns.
- 20: The mutation effect is extended by 4 full turns.
Magical Mutations
Reaching level 15th grants more power to your mutations, they now have the following effects.
- Muscular Overdrive: You grant a creature double it's caring capacity, advantage on attack rolls using Strength or Dexterity and +2 damage to attacks.
- Meat Shield: The creature gains +4 to it's Armor Class.
- Tumorous Demise: At the end of your turn the creature receives 3 necrotic damage.
- Hyper Agility: You grant the creature gains +20ft to it's walking speed and a flight speed of 10ft.
- Regenerate Tissue: You restore 3 hit points at the end of your turn to the selected creature.
- Weaken Core: You reduce the creature's speed by 15 or 25 if it is wearing heavy armor, the creature also -2 to it's Armor Class and disadvantage with heavy weapons.
- Amplify Senses: You give a creature a +3 bonus to attack rolls.
- Subdue Aggression: You subtract 3 from the creature's attacks rolls.
Previous Versions
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