Base Class: Artificer
From distant stars hail stories of strange beings, impossible feats, and harrowing tales of forgotten monstrosities. Such lofty heights of advancment seem beyond the reach of even a thousand years of progress. Yet, by some stroke of luck, a fragment of this technology has made its way into your grasp. For good or for ill, its power shapes being and beast alike.
Xenotech Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Xenotech Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
(Hunger of Hadar cannot be added for legal reasons. See the feat "WOTC Won't Let Me Have Illegal Spell Lists" for a workaround.)
Xenotech Spells
Artificer Level | Fleshshaper Spells |
---|---|
3rd | command, false life |
5th | alter self, enlarge/reduce |
9th | blink, hunger of Hadar |
13th | dominate beast, Evard's black tentacles |
17th | dominate person, scrying |
Alternative Biology
At 3rd level, your body transforms from exposure to alien technology. You gain a number of mutations equal to your proficiency bonus, listed below. Whenever you gain a level in this class, you can replace one of your mutations with a different one.
Amphibious
You can breathe either air or water. In addition, you gain a swimming speed equal to your walking speed.
Autotomy
You have a tail, which you can detach as an action once per long rest. When detached, your tail appears in an unoccupied space within 5 feet of yourself, or the nearest unoccupied space if none is available. The tail has 20 AC, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. While it is alive, hostile creatures within 10 feet have disadvantage to hit anything other than the tail. However, the tail automatically dies at the start of your next turn. Your tail regrows at the end of a long rest.
Bioluminecense
You emit bright light in a 15 foot radius and dim light in an additional 15 foot radius. You may adjust your light output within this radius as a bonus action.
Grappling Appendage
You grow a tentacle, which counts as a natural weapon and can be used to make unarmed strikes. If you hit, they do 1d6 + your strength modifier bludgeoning damage. If you hit a creature with this appendage, it must make a Strength save against your Artificer save DC or be restrained. You can only restrain one creature at a time in this way.
Keen Senses
Your nose and ears sharpen to pick up details that would otherwise be missed. You gain advantage on Perception (Wisdom) checks that rely on hearing and smell.
Leaping Legs
Your leg muscles strengthen, allowing for powerful bursts of movement. As an action, you may jump up to triple your jumping distance.
Octopeye
Your eyes can manually reshape themselves to adjust for lighting, even allowing you to see into normally invisible frequencies. You gain blindsight with a range of 30 feet. In addition, you treat lightly obscured areas as unobscured, and heavily obscured areas as lightly obscured.
Powerful Build
Your body becomes more capable of sustaining heavy loads. You count as one size larger for grappling and determining carrying capacity.
Sure-Footed
You have advantage on saves against being knocked prone. In addition, you gain a climbing speed of 30 feet.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with navigator’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Shape Flesh
By 3rd level, your experiments with alien biotechnology have resulted in your transformation into a hivemind of sorts, allowing you to summon faithful minions from your own flesh, known as Bio-beasts. Bio-beasts include the Brute, Blaster, and Burster, detailed at the end of this document. As an action, you can expend a spell slot of 1st level or greater to summon a number of Bio-beasts equal to the level of the expended spell slot. The Bio-beasts appear in an unoccupied space within 5 feet of yourself or the nearest unoccupied space.
You are aware of everything your Bio-beasts perceive. In combat, your Bio-beasts share your initiative count, but they take their turns immediately after yours. They can move and use reactions on their own, but the only action they take on their turns is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action, and you can command each one independently with the same bonus action. If you are incapacitated, the Bio-beasts can take any action of their choice, not just Dodge.
Your Bio-beasts use your Intelligence modifier and proficiency bonus in their statblocks. You Bio-beasts also benefit from your Alternative Biology features. Your Bio-beasts perish after 1 hour unless you expend a spell slot of 1st level or greater to maintain them, and you must spend a spell slot of one level greater for each Bio-beast you wish to maintain. If you already have any Bio-beasts from this feature, they immediately perish if you attempt to summon more.
Bio-beasts
Brute
Large monstrosity
- Armor Class 13 + your Intelligence modifier
- Hit Points 10 + 4x your Artificer level
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 7 (-2) 8 (-1) 8 (-1)
Proficiencies: Athletics (+your PB)
Relentless. The Brute has advantage on checks and saving throws against effects that would forcibly move it.
Actions
Monstrous Blow. Melee Weapon Attack: your spell attack modifier to hit,, 5 ft. reach, one target. Hit: 1d12 + your PB bludgeoning damage.
Monstrous Roar (1/Day). Each creature of your choice that is within 30 ft. of the Brute and aware of it must succeed on a Wisdom saving throw against your Artificer DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Monstrous Roars from any of your Brutes for the next 24 hours.
Blaster
Medium monstrosity
- Armor Class 12
- Hit Points 7 + 3x your Artificer level
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 10 (+0) 6 (-2) 15 (+2) 4 (-3)
Proficiencies: Perception (+your PB)
Keen Sight. The Blaster has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Spine Shot. Ranged Weapon Attack: your spell attack modifier to hit,, 60 ft. reach, one target. Hit: 1d8 + your PB piercing damage.
Acid Blast (1/Day). The Blaster spews acid in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Artificer DC or be covered in acid until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Burster
Small monstrosity
- Armor Class 13
- Hit Points your Artificer level
- Speed 45 ft.
STR DEX CON INT WIS CHA 4 (-3) 17 (+3) 4 (-3) 3 (-4) 5 (-3) 4 (-3)
Proficiencies: Stealth (+your PB)
Volatile. When the Burster dies, it explodes in a burst of acid. Creatures within 5 feet of it must make a Dexterity save against your Artificer DC or take 1d10 acid damage.
Actions
Claw. Melee Weapon Attack: your spell attack modifier to hit,, 5 ft. reach, one target. Hit: 1d4 + your PB slashing damage.
Detonate (1/Day). The Burster lets out a squeal as it bulges, preparing to explode. At the end of its turn, the Burster takes damage equal to its remaining Hit Points. The damage its Volatile feature deals is increased by the damage it took from this ability.
Genetic Enhancement
At 5th level, your Bio-beasts become stronger, gaining the following benefits.
- Your Brutes grow in size and strength. When one of your Brutes hit a creature with its Monstrous Blow, they can force the target to make a Strength save against your Artificer DC or be knocked prone. In addition, allied creatures within 5 feet of your Brutes gain the benefits of half cover.
- Your Blasters become swifter. When a creature fails its save against one of your Blaster's Acid Blast, it is also blinded until the acid is removed. In addition, your Blasters remain vigilant for threats, granting advantage on initiative rolls to allied creatures within 5 feet of them.
- Your Bursters leak corrosive acid. At the end of your Burster's turns, creatures within 5 feet of it take acid damage equal to your Intelligence modifier. In addition, creatures that succeed on the save against your Burster's Volatile effect take half damage.
In addition, the damage from the natural weapons of your Bio-beasts is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Integrated Biotech
At 9th level, your magic integrates further into the biology of your Bio-beasts. Your Bio-beasts gain the benefits of any items you are attuned to, as if they were attuned to your items. In addition, you can make any spell you cast that targets only you also target your Bio-beasts.
Chimeric Blood
At 15th level, your biology has become something beyond nature's limits. When you or one of your Bio-beasts kill a creature, you can transform the body into a Bio-Beast of your choice. Bio-beasts created in this way act identically to Bio-beasts summoned via Shape Flesh, but do not cause your current Bio-beasts to perish.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/1/2023 1:22:32 AM
|
141
|
65
|
0.1
|
Coming Soon
|
This version of the subclass should have fixed the issue with Alternative Biology not properly displaying.
Also available on Homebrewery here: https://homebrewery.naturalcrit.com/share/ID6BFHAhfUK7