Artificer
Base Class: Artificer

Many biomancers are shunned from normal society because of fear and disgust. Biomancers come in differing breeds some mostly ones in more druidtic cultures use biomass from plants for their creations when others use flesh, bone, and blood from other humanoids to make their creatures.

Organic Teachings

Biomancers gain proficiency in 2 of your choice of Leatherworker's Tools, Woodcarver's Tools, Medicine skill, or Nature skill.

Leatherworker's Tools

You gain proficiency with Leatherwork's tools.

Medicine Skill

You gain proficiency with the Medicine skill.

Nature Skill

You gain proficiency with the Nature skill.

Woodcarver's Tools

You gain proficiency with Woodcarver's Tools.

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
ARTIFICER LEVEL SPELLS

3rd

False Life, Find Familiar

5th

Alter Self, Enlarge/Reduce

9th

Haste, Fly

13th

Giant Insect, Polymorph

17th

Telekinesis, Awaken

Mutations

You can choose 3 mutations to be able to use at 3rd level (You can choose an extra at 6th level and 9th level) these all last for one minute or until the target falls. To inflict a creature with a mutation you must spend an action, be able to touch the target, and they must fail a Constitution Saving throw equal to your Artificer spell save DC or be willing. Creatures can try to end this effect on its self with a contested medicine check. You can use these mutations as many times as equal to your proficiency bonus and they reset after a long rest. A creature can be effect by only one mutation at a time.

Bioluminescent Glow

The biomancer infuses a creature's skin with bioluminescent properties, causing them to emit a soft glow that shines in the color and brightness that the target wants (Maximum 30 ft. bright and an additional 30 ft. dim).

Chitinous Armor

The biomancer bestows a creature with a thick layer of natural chitin, providing them with their unarmored AC being increased by your proficiency bonus and the target also gaining the ability to subtract your proficiency bonus from a nonmagical physical attack that they can see as a reaction.

Enfeebling Parasite

The biomancer creates a parasitic organism that can be implanted into an enemy's body. Once implanted, the parasite causes the target to have a minus to their strength or dexterity scores equal to your proficiency bonus.

Enhanced Senses

The biomancer enhances a creature's sensory capabilities, granting them 60 feet of Darkvision (if the creature already has Darkvision it gains an additional 30 feet of Darkvision), and advantage on perception checks.

Mind Blockage

The biomancer inflicts a creature's mind to run slower and  have trouble holding information, this causes the target to have a minus to their intelligence or wisdom scores equal to your proficiency bonus.

Necrotic Disease

The biomancer causes a creature to be infected with a nonmagical disease that quickly spreads throughout the target dealing necrotic damage equal to your proficiency bonus at the end of each of its turns.

Neural Disruption

The biomancer manipulates an enemy's neural pathways specifically the ones that carry information from the senses, this causes the target to become blinded or deafened.

Regenerative Tissue

The biomancer accelerates the natural healing process of a creature, allowing them to heal your proficiency bonus at the end of each of its turns.

Venomous Fangs

The biomancer enhances a creature's teeth or fangs, imbuing them with a potent venom that can be injected into enemies by them hitting on an unarmed strike to cause the target to become poisoned if they fail a Constitution save equal to your Artificer spell save DC.

Vitality Nullification

The biomancer disrupts the natural healing processes of a target, rendering it hard for them to benefit from any form of healing magic by causing them to heal half from all magical healing.

Side Effects

Starting at 5th level, whenever a mutation ends the creature who was under the effect of the mutation must roll 1d20 to determine the side effects of the mutation, if you are within 5ft of the creature you may use a reaction to add advantage or disadvantage to the roll.

1: The creature gains one level of exhaustion.
2 - 3: The creature takes 2d8 necrotic damage.
4 - 5: The creature takes 1d8 necrotic damage.
6 - 7: The creature has a -1 to one skill of your choice until it takes a short rest.
8 - 13: Nothing happens.
14 - 15: The creature has a +1 to one skill of your choice until it takes a short rest.
16 - 17: The creature heals 1d8 HP.
18 - 19: The creature heals 2d8 HP.
20: The creature regains one ability it used of your choice if it has none reroll (Ex. They roll a 20 so they recover a spent Spell Slot).

Flesh Healing or Harming

9th level biomancers gain the ability to mend or create wounds as a bonus action on creatures that you can touch, when you are using this ability roll 3d8 + your intelligence modifier this either heals or deals necrotic damage to the target if you are trying to harm roll to hit with your artificer spell attack. You can do this as much as your proficiency bonus and they recover every short rest.

Mutation Expert

Starting at 15th level you can give multiple mutations to one creature at a time and you get master mutations.

You have 3 uses of master mutations these all last for one minute or until the target falls. To inflict a creature with a mutation you must spend an action, be able to touch the target, and they must fail a Constitution Saving throw equal to your Artificer spell save DC or be willing. Creatures can try to end this effect on its self with a contested medicine check. A creature can be effect by only one master mutation at a time (you can have other standard mutations on a creature with a master mutation).

Adrenaline Rush: The biomancer greatly increases the speed of a creature, causing the target to take an additional action on their turn, which can be used for attacks, spells, or other actions.

Muscle Paralyzation: The biomancer paralyzes a creature's important muscles, causing the target to become paralyzed but the creature can still speak.

Hivemind Link: The biomancer links up to three creatures' minds together, causing them to be able to telepathically talk with one another, share senses, and share proficiencies.

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