Base Class: Artificer
The Biomedic is the very definition of support. During battle, they provide indispensable aid to their allies by healing their wounds and boosting their strengths. Out of all the tools in the Biomedic's arsenal, none is more important or unique than the M.I.C.A. (Medical Intelligence Companion Automatron). This little device flies around the battlefield providing healing or strengthening arcane energy to whomever the Biomedic thinks needs it the most. Many a life has been saved by the actions of a Biomedic and its ever-faithful companion.
Biomedic Spells
3rd-level Biomedic feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomedic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomedic Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Medicine Proficiency
When you select this subclass at level 3, you gain proficiency in Wisdom (medicine) checks.
M.I.C.A.
When you choose this subclass, you design and build your own robotic companion, known as M.I.C.A., or the Medical Intelligence Companion Automaton. See this creature’s game statistics in the M.I.C.A. stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance; your choices have no effect on its game statistics.
In combat, the M.I.C.A. shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the M.I.C.A. can take any action of its choice, not just Dodge.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The M.I.C.A. returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new M.I.C.A. if you have your tinker's tools with you. If you already have a M.I.C.A. from this feature, the first one immediately perishes. The M.I.C.A. also perishes if you die.
M.I.C.A.
Small construct
Armor Class 15 (natural armor)
Hit Points 2 + your Intelligence modifier + three times your artificer level (the M.I.C.A has a number of Hit Dice [d6s] equal to your artificer level)
Speed fly 60 ft. (hover)
Saving Throws Dex +2 plus PB, Con +2 plus PB
Skills Medicine +1 plus PB x 2, Perception +1 plus PB
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11 + PB
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Synergise. M.I.C.A. attaches itself to another conscious friendly creature within 5 feet of it, appearing as a backpack, belt or some other attachment that doesn't prove a discomfort to the creature it is attached to. As part of this, the M.I.C.A. chooses a mode from below that provides a benefit to the creature. The M.I.C.A. can choose to detach itself from the creature as a bonus action. If the creature drops to 0 hit points whilst the M.I.C.A. is attached to it, the M.I.C.A. automatically detaches itself.
- Healing Mode. The creature regains hit points equal to PB + 2 at the start of each of its turns.
- Offensive Mode. The creature gains a bonus to its attack rolls equal to your PB.
- Shield Mode. The creature gains a bonus to its AC equal to half your PB, rounded down.
- Safeguard Mode. The creature gains a bonus to its saving throws equal to your PB.
- Empowerment Mode. The creature gains a bonus to its spell save DC equal to (half your PB, rounded down) +1.
- Hasten Mode. The creature gains a bonus to its movement speed equal to 5 x your PB.
Mode Shift. Whilst attached to a creature, the M.I.C.A. can change its mode to one of its other modes listed above.
Reaction
Rapid Mode Shift (3/Day). Whilst attached to a creature, the M.I.C.A. can change its mode to one of its other modes listed above.
Biotic Grenade
From 5th level, you can use a bonus action to throw a special grenade that you designed that both heals your allies and damages your enemies. You throw the grenade at a target location within 45 feet that you can see. All friendly creatures within 10 feet of the target location heal for 2d4 + your Intelligence modifier. All enemy creatures within 10 feet of the target location must make a Dexterity saving throw using your spell save DC. On a failed save, each creature takes 2d4 + your Intelligence modifier necrotic damage. On a successful save, a creature takes half as much damage.
You can use this feature twice per long rest. Additionally, the healing and damage of the grenade increases by 2d4 when you reach 11th level (4d4) and 17th level (6d4).
Aura of Empowerment
From 9th level, you can emit a magical aura that boosts your ally's potential. As an action, you emit an aura out to 15 feet from you for the next minute. During this time, any friendly creature within the aura gains the following benefits:
- The creature gains a bonus to damage from attack rolls equal to your Intelligence modifier. The extra damage dealt is force damage.
- The creature's maximum hit point total increases by your Intelligence modifier + your proficiency bonus. Additionally, any creature within the aura when it is initially created or the first time a creature enters the aura during the time it is active increases their current hit point total by the same amount.
Additionally, when another friendly creature within the aura uses a reaction, you can use your reaction to give the creature a burst of energy, allowing them to immediately move up to 10 feet in any direction, and an additional reaction which they can use any time before the start of their next turn.
Once you have used the action in this feature, you cannot use it again until you finish a long rest.
M.I.C.A. 2.0
From 15th level, your M.I.C.A. improves and becomes more powerful. It gains a +2 bonus to its AC and gains the following additional actions:
- Bolt Arc. Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target you can see. Hit: 1d6 + PB lightning damage
- Phase Shift (3/Day). The M.I.C.A. teleports to a location that you can see within 60ft of it. If it is attached to a creature at this time, the creature teleports with the M.I.C.A. if it is willing. If the creature is not willing, only the M.I.C.A. teleports, detaching itself from the creature as part of this.
It also gains the following bonus action:
- Overclock (2/Day). Whilst the M.I.C.A. is attached to a creature, it can change its mode to one of the modes listed on the stat block. Whilst the M.I.C.A. remains in this mode, your PB is treated as being 2 points higher for the purposes of this mode. This effect ends after 1 minute, or early if the M.I.C.A. changes its mode again or detaches from the creature.
Previous Versions
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