Base Class: Artificer
Some artificers believe that all things are machines in one way or another. Bioticists delve deep into the studies of bio-engineering, using their own life force to power great feats of magical invention. Bioticts are renowned for their ability to proliferate their inventions at incredible speed and modify the inventions of others. Both of these talents can leave the Biotict at odds with other artificers, who sometimes revile this specialism for the perceived moral ambiguity of the bioticist’s process.
Infusion Prodigy
Beginning at 3rd level, you learn how to use the magical energies within yourself to power your inventions. You can prepare 2 additional spells and you know 2 additional infusions. The number of additional spells you can prepare and infusions you know increases to 3 at 9th level, and 4 at 17th level.
Essential Infusions
Whenever you infuse an item, you can expend one of your Hit Dice. If you do, the item you infuse does not count toward the maximum number of infused items you can have. You can end one of these bonus infusions as a bonus action. Hit Dice spent using this feature are recovered after finishing a long rest only when the associated item is no longer infused using this feature.
Biotic Tinkering
Beginning at 5th level, you learn how to control and restore the energy in a magical item. You gain the following abilities:
- Biotic Inspiration: When you roll a die to determine a random effect from a magic item (e.g. bag of tricks, deck of illusions), you can expend one of your Hit Dice. If you do, you can reroll the random die and choose either roll. Alternatively, you can expend four of your Hit Dice and choose the result instead of rolling.
- Restore Charges: As a reaction, when you use a charge from a magic item, you can expend one of your Hit Dice and restore one charge to the magic item used.
Resistant Infusions
At 9th level, your infusions grow more resistant. Items you have infused are resistant to damage and are unaffected by environmental effects, such as catching fire or being submerged underwater.
Master Bioticist
Starting at 15th level, your control over magic items heightens. You gain the following abilities:
- Control Sentient Magic Items: You have advantage on all ability checks and saving throws when interacting with a sentient magic item.
- Modify Magic Item: You can spend 1 hour tinkering with a magic item that has a set of features that are determined upon creation (e.g. Robe of Useful Items). When you do, you can expend a number of Hit Dice up to your proficiency bonus and change a number of features of that item equal to the number of Hit Dice expended. For example, if you expend two Hit Dice, you can change two patches from a Robe of Useful Items to two other patches (you still roll as if you just created the item, but you can combine this with your Biotic Inspiration to get a result you may want).
- Suppress Flaw: You can temporarily ignore the negative effects of magic items to which you have attuned. When you finish a long rest, you may expend one of your Infused Items uses and a Hit Die on a magic item to which you are attuned. Any detrimental properties or curses that the magic item has are ignored until you finish a long rest.
Previous Versions
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