Artificer
Base Class: Artificer

ADAM Scientists are curious researchers that use and experiment with a substance called ADAM to created concoctions called Plasmids to enhance their own abilities.
As ADAM is highly volatile, its potential is limitless but doesnt come without side effects.

ADAM is a chemical substance that has the ability to rewrite genetic material, allowing the user to alter their bodies, their genetic makeup and their natural abilities without any direct limits whatsoever aside from their imagination. ADAM is harvested from a special type of Sea Slug and is then processed to refine it into a usable product, creating a serum known as a Plasmid. It is the Plasmid that can then be used to alter genetic material.

Plasmids are special serums made from processed ADAM, that introduce modified stem cells into the body, allowing for genetic modification and mutation. Plasmids can have a variety of effects, which are yet to be discovered.

 

Tool Proficiency

You gain proficiency with one artisan's tool of your choice.

ADAM Scientist Spells

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

ADAM Scientist Spells
Artificer Level Spells

3rd

burning hands, detect poison and disease

5th

acid arrow, prayer of healing

9th

gaseous form, tongues

13th

polymorphgreater invisibility

17th

contagionmass cure wounds

Genetic Enhancement

You learn how to create different kinds of Plasmids and how to use them.
Through your research, you gain access to a variety of plasmids that can disrupt your opponents or bolster your own strength and utility by altering your genetic code to produce fantastical effects.

At 3rd level, you learn how to create different kinds of Plasmids and how to use them to enhance your own abilities or strike down your enemies.

You learn to use 2 plasmids of your choice, detailed in the “Plasmids” section. You learn one additional plasmid of your choice at 6th, 10th, 13th, and 17th level. Each time you learn a new plasmid, you can also choose one of the plasmids you know and replace it with another plasmid. When using a plasmid, you can choose to enhance the effect if available. There may be multiple Enhance and Drawback effects which stack and must be used in order. Consult the plasmids description to determine the enhance and drawback effects. To make plasmid enhancements strong, they alter your genetic code even further, thus also imposing negative effects when used.

ADAM Points
You have 3 ADAM points, and you gain 1 more for each additional level in this class. You can spent these points, to activate the effects of your plasmids. You regain all spent ADAM points when you finish a long rest.

Plasmid casting
When activating a plasmid, you use your artificer spellcasting modifier and save DC.

 

Plasmids

Cyclone Trap

A small whirlwind swirls around your fingers with the power to fling your opponents.
As an action, spend 2 ADAM points to create a stationary, swirling trap of wind in a 5 ft square on a flat and stationary surface within 30 ft that you can see. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You can create a number of traps up to your proficiency bonus at a time which last for 1 minute or until triggered. If you create more than 5 traps, the oldest trap disperses and is destroyed. It triggers if a creature steps into its area or ends its turn while standing on it.
Any creature triggering the trap must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is hurled in the air by 10 ft. and falling down immediately taking fall damage in the process (usually 1d6 bludgeoning damage per 10 ft. fallen). When a creature takes damage from falling, it is knocked prone. As the creature is forcefully pushed upwards, the full fling height always counts as fall damage even if a ceiling is hit.

Enhance 1: Spend 2 additional ADAM points to fling a creature 10 ft higher (to a total of 20 ft and 2d6 falling damage). On a successful save, the creature is still hurled into the air by 10 ft. When creating the trap, you may also choose a horizontal direction in which the creature gets pushed by 5 ft regardless if the creature succeeds or not.
Drawback 1: While one or more enhanced traps are active, you can't hold concentration on spells. If you cast a spell that requires concentration, all of your Cyclone Traps are destroyed.

Electro Bolt

Arcs of electricity run across your arm, sending out sparks to stun your foes. 
As an action, spend 1 ADAM point to shock a creature you can see within 30 ft, dealing damage and potentially disabling it.
Make a ranged spell attack against a creature. On a hit, the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn. On a miss, it only takes half as much damage but is otherwise not impaired. For the first target hit, add your spellcasting modifier to your damage roll.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (2d8 total). Instead of targeting one creature or object, you attack a number of targets up to your proficiency modifier in a line 30 ft long and 5 ft wide. You have to choose as many as possible, but you decide the targets and roll individually for each target.
Drawback 1: You can't take reactions until the start of your next turn.

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (3d8 total). Each target hit must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.
Drawback 2: You are stunned until the end of your next turn.

Enrage

Prerequisite: Class level 6
Glowing red lesions appear on your hand and wrist with an itch you can't scratch away.
As an action, spend 3 ADAM points to target a creature you can see within 30 ft. and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. This effect lasts for 1 minute or ends if the creature succeeds on the saving throw or is dispelled otherwise.

Incinerate!

The skin of your hands dries up, fire starts flowing through your vains setting your fingers ablaze. 
As an action, spend 1 ADAM point to set a creature or object you can see within 30 ft on fire, dealing damage over time.
Your target must succeed on a Constitution saving throw or take 2d4 fire damage immediately and 1d4 fire damage at the end of its next turn. On a successful save, the target takes half as much of the initial damage and no damage at the end of its next turn. Objects are hit automatically.
The fire ignites any flammable objects that aren't being worn or carried.

Enhance 1: Spend 1 additional ADAM point to replace your damage dice with 2d8 and 1d8 at the end of your targets next turn.
Drawback 1: You must make a Constitution saving throw. You also take half of the initial damage. If you succeeded on your save, this damage is halved again.

Enhance 2:
Spend 1 additional ADAM point to double your damage dice to 4d8 and 2d8 at the end of your targets next turn. The cast range is increased to 60 ft. You may choose one additional target within 5 ft of your original target.
Drawback 2: You gain 1 level of exhaustion. Exhaustion gained this way is completely removed at the end of your next short or long rest.

Insect Swarm

Multiple honeycomb-like pods of reddened flesh appear on your hand and wrist, with bees crawling along, that spawned from them.
As an action, spend 1 ADAM point to summon an insect swarm. You cause a cloud of bees to appear around one creature you can see within 30 ft. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. If the target succeeds, it still takes half damage.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (2d6 total). On a failed Constitution save, the target is poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. You may also choose one additional target within 10 ft of the original creature (2 total).
Drawback 1: Your are poisoned until the end of your next turn.

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (3d6 total). You may also choose one additional target within 10 ft of the original creature (3 total). The move distance increases to 10 ft.
Drawback 2: Your movement speed is reduced by 10 ft per target until the end of your next turn.

Scout

Prerequisite: Class level 6
Your hand becomes ghostly and translucent with white and gray smoke-like patterns.
As an action, spend 3 ADAM points to leave your body behind and project your consciousness as an invisible ghost-like image of yourself. During projection, your physical body is unconscious and you can end it at any time (requires no action). For 1 minute, you can move within 30 ft of your body, while seeing and hearing from your projection. You can't speak or make any other sounds. You can only be detected by senses that can see through invisibility. You cannot go through objects, walls or other kinds of barriers that block physical or ethereal travel. You cannot interact with physical objects or creatures. If at any point your projection would be more than 30 ft away from your body or after 1 minute at the end of your turn, the effect ends immediately, transfering your consciousness back into your body. Your physical body can take damage as usual, while your projection is immune to all damage except psychic, force and effects that affect ethereal travel.

Enhance 1: Spend 2 additional ADAM points to strengthen your focus while projecting. While using this plasmid you are able to cast one spell or use one other plasmid from the point of your projection. After doing so, the effect immediately ends, returning your conciousness back into your body.
Drawback 1: Until the end of your next turn, you are under the effect of the Confusion spell.

Sonic Boom

Prerequisite: Class level 6
Your hand appears to be made out of fog as its outlines become blurred.
You learn the 2nd level spell Gust of WindIt counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 2 ADAM points instead of using a spell slot to cast the spell.

Target Dummy

Prerequisite: Class level 6
A small illusion of yourself appears in the palm of your hand.
You learn the 3rd level spell Major ImageIt counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 3 ADAM points instead of using a spell slot to cast the spell.

Telekinesis

Prerequisite: Class level 13
You genetically altered your brain cells to be able to move things around with your mind.
You learn the 5th level spell TelekinesisIt counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 5 ADAM points instead of using a spell slot to cast the spell.

Winter Blast

Prerequisite: Class level 10
Severe, ice-covered frost burns cover your arm, with bloody icicles emerging from the back of your hand and knuckles, along with your palm.
As an action, spend 4 ADAM points to freeze your opponents you can see within 30 ft. You target one creature which must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations until the end of its next turn, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (4d8 total). The ice formations now last for 1 minute. A hindered target is restrained.
Drawback 1: You must make a Constitution saving throw. You also take half of the damage. If you succeeded on your save, this damage is halved again.

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (5d8 total). A hindered target gains vulnerability to bludgeoning damage. If the creature is resistant to bludgeoning damage, this resistance is removed, but it does not gain vulnerability. 
Drawback 2: You gain 1 level of exhaustion. Exhaustion gained this way is completely removed at the end of your next short or long rest.

Cyclone Trap

A small whirlwind swirls around your fingers with the power to fling your opponents.
As an action, spend 2 ADAM points to create a stationary, swirling trap of wind in a 5 ft square on a flat and stationary surface within 30 ft that you can see. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You can create a number of traps up to your proficiency bonus at a time which last for 1 minute or until triggered. If you create more than 5 traps, the oldest trap disperses and is destroyed. It triggers if a creature steps into its area or ends its turn while standing on it.
Any creature triggering the trap must make a Dexterity saving throw against your spell save DC. On a failed save, the creature is hurled in the air by 10 ft. and falling down immediately taking fall damage in the process (usually 1d6 bludgeoning damage per 10 ft. fallen). When a creature takes damage from falling, it is knocked prone. As the creature is forcefully pushed upwards, the full fling height always counts as fall damage even if a ceiling is hit.

Enhance 1: Spend 2 additional ADAM points to fling a creature 10 ft higher (to a total of 20 ft and 2d6 falling damage). On a successful save, the creature is still hurled into the air by 10 ft. When creating the trap, you may also choose a horizontal direction in which the creature gets pushed by 5 ft regardless if the creature succeeds or not.
Drawback 1: While one or more enhanced traps are active, you can't hold concentration on spells. If you cast a spell that requires concentration, all of your Cyclone Traps are destroyed.

Electro Bolt

Arcs of electricity run across your arm, sending out sparks to stun your foes. 
As an action, spend 1 ADAM point to shock a creature you can see within 30 ft, dealing damage and potentially disabling it.
Make a ranged spell attack against a creature. On a hit, the target takes 1d8 lightning damage and it can't take reactions until the start of its next turn. On a miss, it only takes half as much damage but is otherwise not impaired. For the first target hit, add your spellcasting modifier to your damage roll.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (2d8 total). Instead of targeting one creature or object, you attack a number of targets up to your proficiency modifier in a line 30 ft long and 5 ft wide. You have to choose as many as possible, but you decide the targets and roll individually for each target.
Drawback 1: You can't take reactions until the start of your next turn.

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (3d8 total). Each target hit must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.
Drawback 2: You are stunned until the end of your next turn.

Enrage

Glowing red lesions appear on your hand and wrist with an itch you can't scratch away.
As an action, spend 3 ADAM points to target a creature you can see within 30 ft. and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. This effect lasts for 1 minute or ends if the creature succeeds on the saving throw or is dispelled otherwise.

Incinerate!

The skin of your hands dries up, fire starts flowing through your vains setting your fingers ablaze. 
As an action, spend 1 ADAM point to set a creature or object you can see within 30 ft on fire, dealing damage over time.
Your target must succeed on a Constitution saving throw or take 2d4 fire damage immediately and 1d4 fire damage at the end of its next turn. On a successful save, the target takes half as much of the initial damage and no damage at the end of its next turn. Objects are hit automatically.
The fire ignites any flammable objects that aren't being worn or carried.

Enhance 1: Spend 1 additional ADAM point to replace your damage dice with 2d8 and 1d8 at the end of your targets next turn.
Drawback 1: You must make a Constitution saving throw. You also take half of the initial damage. If you succeeded on your save, this damage is halved again.

Enhance 2:
 Spend 1 additional ADAM point to double your damage dice to 4d8 and 2d8 at the end of your targets next turn. The cast range is increased to 60 ft. You may choose one additional target within 5 ft of your original target.
Drawback 2: You gain 1 level of exhaustion. Exhaustion gained this way is completely removed at the end of your next short or long rest.

Insect Swarm

Multiple honeycomb-like pods of reddened flesh appear on your hand and wrist, with bees crawling along, that spawned from them.
As an action, spend 1 ADAM point to summon an insect swarm. You cause a cloud of bees to appear around one creature you can see within 30 ft. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. If the target succeeds, it still takes half damage.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (2d6 total). On a failed Constitution save, the target is poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. You may also choose one additional target within 10 ft of the original creature (2 total).
Drawback 1: Your are poisoned until the end of your next turn.

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (3d6 total). You may also choose one additional target within 10 ft of the original creature (3 total). The move distance increases to 10 ft.
Drawback 2: Your movement speed is reduced by 10 ft per target until the end of your next turn.

Scout

Your hand becomes ghostly and translucent with white and gray smoke-like patterns.
As an action, spend 3 ADAM points to leave your body behind and project your consciousness as an invisible ghost-like image of yourself. During projection, your physical body is unconscious and you can end it at any time (requires no action). For 1 minute, you can move within 30 ft of your body, while seeing and hearing from your projection. You can't speak or make any other sounds. You can only be detected by senses that can see through invisibility. You cannot go through objects, walls or other kinds of barriers that block physical or ethereal travel. You cannot interact with physical objects or creatures. If at any point your projection would be more than 30 ft away from your body or after 1 minute at the end of your turn, the effect ends immediately, transfering your consciousness back into your body. Your physical body can take damage as usual, while your projection is immune to all damage except psychic, force and effects that affect ethereal travel.

Enhance 1: Spend 2 additional ADAM points to strengthen your focus while projecting. While using this plasmid you are able to cast one spell or use one other plasmid from the point of your projection. After doing so, the effect immediately ends, returning your conciousness back into your body.
Drawback 1: Until the end of your next turn, you are under the effect of the Confusion spell.

Sonic Boom

Your hand appears to be made out of fog as its outlines become blurred.
You learn the 2nd level spell Gust of WindIt counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 2 ADAM points instead of using a spell slot to cast the spell.

Target Dummy

A small illusion of yourself appears in the palm of your hand.
You learn the 3rd level spell Major Image. It counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 3 ADAM points instead of using a spell slot to cast the spell.

Telekinesis

You genetically altered your brain cells to be able to move things around with your mind.
You learn the 5th level spell Telekinesis. It counts as an Artificer spell for you and is always prepared. You can cast this spell without requiring verbal or material components. You may spend 5 ADAM points instead of using a spell slot to cast the spell.

Winter Blast

Severe, ice-covered frost burns cover your arm, with bloody icicles emerging from the back of your hand and knuckles, along with your palm.
As an action, spend 4 ADAM points to freeze your opponents you can see within 30 ft. You target one creature which must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations until the end of its next turn, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

Enhance 1: Spend 1 additional ADAM point to roll one more damage die (4d8 total). The ice formations now last for 1 minute. A hindered target is restrained.
Drawback 1: 

Enhance 2: Spend 1 additional ADAM point to roll one more damage die (5d8 total). A hindered target gains vulnerability to bludgeoning damage. If the creature is resistant to bludgeoning damage, this resistance is removed, but it does not gain vulnerability. 
Drawback 2: 

Cellular Adaptation

After a scientific breakthrough, you learned to gain more control over random mutations.
Whenever you spend ADAM points, before any effects are determined, you gain temporary hitpoints equal to twice the amount of points spent.

You also gain resistance to acid and poison damage.

Gene Tonics

You found another way to use ADAM besides plasmids to further enhance your physical capabilities.
You were able to create experimental, but rather stable conconctions called Gene Tonics.

At 9th level, select 2 Gene Tonics from the list below. You can select one additional Gene Tonic of your choice at level 13 and level 17. When you gain a level in this class, you can choose one of your selected Gene Tonics and replace it with another Gene Tonic that you could learn at that level.

Gene Tonics

ADAM Restore

"Get more out of your First Aid Kits with ADAM Restore! This revolutionary new Gene Tonic causes your body to produce ADAM."
When performing a short rest you can spend a number of Hit Dice up to your proficiency modifier. For every die spent, you regain 1 lost ADAM point. You do not gain hitpoints from this.

ADAM Saver

“In today's genetic wonderland, you probably feel like there's never enough ADAM at hand. With ADAM Saver, your ADAM will go farther than ever before!"
Whenever you spend atleast 4 ADAM points in one action, you regain 1 lost point at the end of your round.

Armored Shell

"In any hazardous situation, you need all the protection you can get. Don't be a softie - use Armored Shell now!"
You gain +1 bonus to AC.

Bloodlust

"Bloodlust heals your body and your mind as you swing! Be red in tooth and claw - with Bloodlust!"
Whenever you hit a creature and deal damage with a melee attack, you regain 1 lost hitpoint.

Electric Flesh

"Supercharge your body with Electric Flesh, the ultimate in electricity enhancements. Insulate yourself from harm with new Electric Flesh!"
You gain resistance to lightning damage. Whenever you deal damage with a melee attack, you deal +1 bonus lightning damage.

Extra Nutrition

"Extra Nutrition boosts your body's natural ability to turn food into renewed vitality."
Whenever you roll Hit Dice to regain hit points, you gain +1 hitpoint per die spent.

Frozen Field

"Leave your foes out in the cold with Frozen Field!"
You gain resistance to cold damage. Whenever you deal damage with a melee attack, you deal +1 bonus cold damage.

Medical Expert

"With Medical Expert, your First Aid Kits will go farther, healing sickness and injury at a rate you're sure to find astonishing."
You gain expertise in the Medicine skill.

Natural Camouflage

"Need some peace and quiet? Splice in Natural Camouflage, stop moving, and just fade away. Remember, not seeing is believing!"
When standing still for atleast 1 minute, the pigments of your skin rearrange to match your environment. You gain a +5 bonus to Dexterity (Stealth) checks as long as you remain in one spot without moving or taking Actions. Once you move or take an Action or a Reaction, you must camouflage yourself again to gain this benefit.

Organic Pockets

"There's a lot to carry around in this world, and we're here to help! Organic Pockets literally creates stretchy folds in your epidermis capable of storing almost anything you can think of. Carry the day with Organic Pockets!"
Your carrying capacity is doubled.

Scrounger

"Using Scrounger is like having a sixth sense. You'll spot things you'd otherwise miss and discover things you'd otherwise leave behind. With Scrounger, you'll swear you have X-Ray Vision!"
You can search containers and corpses a second time, sometimes yielding more or different loot at DMs discretion.

Sport Boost

"In today's dangerous times, it never hurts to be a little faster, a little quicker on the draw. Remember, you don't have to outrun the crazed Goblin - just your neighbor!"
Your speed increases by 5 ft.

Static Discharge

"Static Discharge makes you a walking Tesla Coil, zapping anything and everything foolish enough to strike you. Feel safe, be safe with Static Discharge!"
If you are hit by a melee attack, you can use your reaction to zap your opponent, dealing lighting damage equal to your proficiency modifier. If you also use Electric Flesh, the damage is doubled.

Walking Inferno

"Walking Inferno - the hottest Gene Tonic in Faerun!"
You gain resistance to fire damage. Whenever you deal damage with a melee attack, you deal +1 bonus fire damage.

Wrench Lurker

"When fighting those stronger or faster than yourself, you'll need every advantage possible in a scrum. Wrench Lurker allows you to make the most of your opportunities when your antagonist is caught off guard."
You gain bonus damage to any hit you score against a creature that is surprised equal to our proficiency modifier.

ADAM Restore

"Get more out of your First Aid Kits with ADAM Restore! This revolutionary new Gene Tonic causes your body to produce ADAM."
When performing a short rest you can spend a number of Hit Dice up to your proficiency modifier. For every die spent, you regain 1 lost ADAM point. You do not gain hitpoints from this.

ADAM Saver

“In today's genetic wonderland, you probably feel like there's never enough ADAM at hand. With ADAM Saver, your ADAM will go farther than ever before!"
Whenever you spend atleast 4 ADAM points in one action, you regain 1 lost point at the end of your round.

Armored Shell

"In any hazardous situation, you need all the protection you can get. Don't be a softie - use Armored Shell now!"
You gain +1 bonus to AC.

Bloodlust

"Bloodlust heals your body and your mind as you swing! Be red in tooth and claw - with Bloodlust!"
Whenever you hit a creature and deal damage with a melee attack, you regain 1 lost hitpoint.

Electric Flesh

Supercharge your body with Electric Flesh, the ultimate in electricity enhancements. Insulate yourself from harm with new EF!"
You gain resistance to lightning damage. Whenever you deal damage with a melee attack, you deal +1 bonus damage.

Extra Nutrition

"Extra Nutrition boosts your body's natural ability to turn food into renewed vitality."
Whenever you roll Hit Dice to regain hit points, you gain +1 hitpoint per die spent.

Frozen Field

"Leave your foes out in the cold with Frozen Field!"
You gain resistance to cold damage. Whenever you deal damage with a melee attack, you deal +1 bonus cold damage.

Medical Expert

"With Medical Expert, your First Aid Kits will go farther, healing sickness and injury at a rate you're sure to find astonishing."
You gain expertise in the Medicine skill.

Natural Camouflage

"Need some peace and quiet? Splice in Natural Camouflage, stop moving, and just fade away. Remember, not seeing is believing!"
When standing still for atleast 1 minute, the pigments of your skin rearrange to match your environment. You gain a +5 bonus to Dexterity (Stealth) checks as long as you remain in one spot without moving or taking Actions. Once you move or take an Action or a Reaction, you must camouflage yourself again to gain this benefit.

Organic Pockets

"There's a lot to carry around in this world, and we're here to help! Organic Pockets literally creates stretchy folds in your epidermis capable of storing almost anything you can think of. Carry the day with Organic Pockets!"
Your carrying capacity is doubled.

Scrounger

"Using Scrounger is like having a sixth sense. You'll spot things you'd otherwise miss and discover things you'd otherwise leave behind. With Scrounger, you'll swear you have X-Ray Vision!"
You can search containers and corpses a second time, sometimes yielding more or different loot at DMs discretion.

Sport Boost

"In today's dangerous times, it never hurts to be a little faster, a little quicker on the draw. Remember, you don't have to outrun the crazed Goblin - just your neighbor!"
Your walking speed increases by 5 ft.

Static Discharge

"Static Discharge makes you a walking Tesla Coil, zapping anything and everything foolish enough to strike you. Feel safe, be safe with Static Discharge!"
If you are hit by a melee attack, you can use your reaction to zap your opponent, dealing lighting damage equal to your proficiency modifier. If you also use Electric Flesh, the damage is doubled.

Walking Inferno

"Walking Inferno - the hottest Gene Tonic in Faerun!"
You gain resistance to fire damage. Whenever you deal damage with a melee attack, you deal +1 bonus fire damage.

Wrench Lurker

When fighting those stronger or faster than yourself, you'll need every advantage possible in a scrum. Wrench Lurker allows you to make the most of your opportunities when your antagonist is caught off guard."
You gain bonus damage to any hit you score against a creature that is surprised equal to our proficiency modifier.

Stabilizer Breakthrough

Through experimentation and practical testing, you managed to create a permanent solution to stabilize your genetic modifications. You gain the following benefits:

  • You gain immunity to the poisoned condition.
  • You may change your selection of Plasmids and Gene Tonics when taking a long rest, as if you would prepare spells.
  • When enhancing the effect of one of your plasmids, you may ignore one level of Drawback. For example, when enhancing a plasmid to Enhance 2, you may use only the effect of Drawback 1. Enhancing to Enhance 1, results in no Drawback.

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