Artificer
Base Class: Artificer

While most artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.

Tools of the Trade

At 3rd level, you gain proficiency with leatherworker's tools. If you are already proficient with leatherworker's tools, you gain proficiency with another set of artisan's tools of your choice.

Biomancer Spells

Artificer Level Spell
3rd false life, find familiar
5th alter selfenlarge/reduce
9th haste, life transference
13th giant insect, polymorph
17th insect plagueawaken

Biomantic Chimera

You can use your understanding of Biomancy magic to create a monstrous life form. Starting at 3rd level, whenever you cast find familiar, you instead create a Chimera, which functions as a normal familiar, but has the following changes:

Augmented Flesh

The power your Chimera works best when merged with its master. Starting at 5th level, you gain the following benefits while you are merged with your Biomantic Chimera:

  • Whenever you make an attack or damage roll, ability check, or saving throw that would normally use your Strength, you can use your Intelligence score instead.
  • You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • As a bonus action, you can expend a spell slot to grant yourself temporary hit points equal to five times the level of the spell slot + your Intelligence modifier. These temporary hit points are added to any temporary hit points you have from merging with your Biomantic Chimera.

Extra Attack

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

Strange Evolution

You have enhanced your own physiology with strange magic. At 9th level, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.

When you reach 15th level in this class, you gain a second permanent Chimeric Trait of your choice (for a total of two).

Master Biomancer

You have become a master amongst Biomancer artificers. Beginning at 15th level, when you target a creature with a Biomancer Spell, you can grant a single target (additional) temporary hit points equal to your artificer level.

In addition, when merged with your Chimera, you are resistant to bludgeoning, piercing, and slashing damage.

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