Artificer
Base Class: Artificer

A Biomancer is an expert at infusing crossbows with the mystical energy of nature to create powerful effects with each of their shots. They artificially established a magical bond with nature, being able to extract its powers through the means of science. Mistrusted by many druids and rangers, who dislike the perceived exploitation of nature.

Nature's Crossbow Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with herbalism kits. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice. Additionally, you gain proficiency with all crossbows and the Nature skill.

Biomancer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Biomancer Spells

Biomancer's Crossbow

Also at 3rd level, you've learned how to infuse a crossbow with the powers of nature, granting you bonus effects on your attacks. Using a herbalism kit, you can take a bonus action to magically infuse a crossbow you're holding or which is laying within 5 feet of you. Once you infused a crossbow, you can't do so again until you finish a long rest or until you expend a spell slot. You can only have one crossbow infused at a time, though you may override the infusion if you choose to infuse again.

Attacks made with this crossbow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Crossbow Infusions
Crossbow bonus effect

Bioluminescence

Bolts fired from this crossbow will stick to a creature hit by it and radiate a colourful glow, enabling attacks made against that creature to be made with advantage.

Elements of Nature

When you hit a creature with a bolt fired from this crossbow, you can cause the attack to deal an extra 1d6 cold, fire, or lightning damage (your choice) to the target

Energy Absorption

Once per turn, when you hit a creature with a bolt fired from this crossbow, you can choose to regain hit points equal to half the damage you dealt (rounded down)

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Natural Savant

Whenever you cast a spell of first level or higher, you can make one attack with your crossbow as a bonus action.

Scientific Progress

As your understanding of the magic of nature grows, so does the power of your natural crossbow infusions:

  • Bioluminescence: When you hit a creature and affect it with the colourful glow, you can additionally pick another creature up to 10 feet away from the target to also gain a colourful glow that will grant attacks made against that creature an advantage
  • Elements of Nature: The damage die of this extra damage increases from a d6 to a d8
  • Energy Absorption: Now, instead of regaining hit points, you can choose to deal that half a damage (rounded down) as additional necrotic damage to the target of your attack.

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