Artificer
Base Class: Artificer

The Geneticist is a master of biology and genetics, using their expertise to manipulate the fundamental building blocks of life. These artificers can craft wondrous creations and debuff their enemies with genetic modifications. Whether it's weakening muscles, impairing senses, or inducing confusion, the Geneticist is always one step ahead of their opponents. With their unique abilities, they are sought after by those who seek to control and shape life itself. Whether for good or for evil, the Geneticist's knowledge is a powerful tool that can be used to shape the course of history.

Tool Proficiency

You gain proficiency with poisoner's kits. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Geneticist Spells

3rd-level Geneticist feature

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

Geneticist Spells

Artificer Level Spell

3rd

jump, inflict wounds

5th

enhance ability, alter self

9th

slow, haste

13th

polymorph, death ward

17th

modify memory, greater restoration

Genetic Enhancements

3rd-level Geneticist feature

 You gain the ability to alter your own genes, granting you a permanent +2 bonus to a chosen ability score or a skill expertise. 

Ability Score Enhancement

You gain a +2 bonus to an ability score.

Expertise

You gain a skill expertise.

Gene Splicing

5th-level Geneticist feature

You gain the ability to genetically alter the DNA of other creatures, allowing you to debuff or buff their abilities. As an action, you can target a creature within 30 feet and force them to make a Constitution saving throw. On a failed save, you can choose to either reduce one of their ability scores by 2 or grant them a temporary +2 bonus to an ability score or skill of your choice for 1 hour. You can use this ability a number of times equal to your intelligence modifier per long rest

Genetic Debilitation

9th-level Geneticist feature

Starting at 9th level, the geneticist can use their knowledge of genetics to debuff their enemies. As an action, you can choose a creature within 60 feet that you can see and force them to make a Constitution saving throw. On a failed save, the creature suffers from a genetic debuff that lasts for 1 minute. The available genetic debuffs are listed in the genetic conditions table below. You can use this ability once per long rest.

Effect Number

Genetic Debuff

Effect

1

Muscle Atrophy

This debuff causes the target's muscles to weaken and atrophy, reducing their Strength score by your intelligence modifier. 

2

Nerve Damage

This debuff damages the target's nervous system, reducing their Dexterity score by your intelligence modifier.

3

Respiratory Distress

This debuff impairs the target's breathing, reducing their Constitution score by your intelligence modifier.

4

Cerebral Edema

This debuff causes swelling in the brain, reducing the target's Intelligence score by your intelligence modifier.

5

Confusion

This debuff clouds the target's mind and impairs their judgement, reducing their Wisdom score by your intelligence modifier. 

6

Social Anxiety

This debuff causes the target to feel anxious and self-conscious in social situations, reducing their Charisma score by your intelligence modifier.

7

Healing Resistance

The target's immune system is in overdrive, attacking and rejecting any healing magic or potions.

8

Lethargy

The target's metabolism has slowed down, causing them to move sluggishly and suffer a penalty to their movement speed.

9

Sensory Impairment

The target's senses have been impaired, making it more difficult for them to perceive their surroundings and imposing disadvantage on perception checks.

10

Sunlight Intolerance

The target's skin is highly photosensitive and cannot handle direct exposure to sunlight, imposing disadvantage on attacks, ability checks, and saving throws while in sunlight. The target also gains a vulnerability to radiant damage.

11

Chaotic Aggression

The target's mind has been affected, causing them to lash out at their allies unpredictably and uncontrollably.

12

Bioluminescence

The target is glowing with a bright, visible light that makes them an easy target to hit, as if affected by the faerie fire spell.

13

Degenerative Disease

The target's body is slowly breaking down, causing them to lose health every round.

14

Weakened Defences

The target's AC is reduced by your intelligence modifier.

15

Susceptible Mind

The target has disadvantage on saving throws to resist being charmed and frightened. The target has vulnerability to psychic damage.

16

Conductivity

The target has vulnerability to lightning damage.

17

Brittle Bones

The target has vulnerability to bludgeoning damage.

18

Flammable

The target has vulnerability to fire damage.

19

Aphasia

The target can’t understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

20

Tinnitus

The target has disadvantage on perception checks that rely on hearing, and has a vulnerability to thunder damage.

Genetic Mastery

15th-level Geneticist feature

You gain mastery over your genetic engineering abilities, allowing you to permanently enhance your own genes and the genes of others without risk of side effects. Additionally, you can target multiple creatures with your Gene Splicing and Genetic Debilitation features, up to a maximum number of targets equal to your Intelligence modifier.

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