Artificer
Base Class: Artificer

While most artificers pursue the advancement of technology through forge and fire, some focus their efforts on manipulating the natural world. These biomancers shape wood, stone, and flesh instead of metal, and their laboratories are the wild forests and plains, rather than stuffy chambers.

Natural Scholar

When you choose this subclass at 3rd level, you gain proficiency in the Nature skill, as well as with woodcarver’s tools.

Self-Modification

At 3rd level, you gain the ability to modify your own body. When you finish a short or long rest, you can choose to gain one of the following benefits. You can only have one active benefit at a time. This limit increases when you reach certain levels in this class: to two benefits at level 9 and three at level 15. At level 15, you also gain two of these bonuses permanently. You cannot choose the same benefit more than once.

Amorphous Form

You gain the ability to squeeze through spaces as narrow as 1 inch wide.

Aquatic Adaptation

You gain a swimming speed equal to your walking speed. Also, you can breathe air and water.

Breath Weapon

You gain a natural ranged weapon that deals your choice of acid, cold, fire, lightning, or poison damage. Its damage die is a d6, and it has a short range of 20 feet and a long range of 40 feet.

Enhanced Eyesight

You have advantage on Investigation and Perception checks.

Frightful Presence

You have advantage on Intimidation checks.

Gliding Wings

You can cast the Feather Fall spell at will, targeting only yourself.

Keen Senses

You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Long Legged

Your speed increases by 10 feet. Also, your jump distance is doubled.

Powerful Body

You have advantage on Acrobatics and Athletics checks.

Spider Climb

You gain a climbing speed equal to your walking speed.

Stealthy

You have advantage on Stealth checks.

Subterranean Adaptation

You gain a burrowing speed equal to your walking speed. Also, you gain blindsight with a range of 10 feet.

Teeth and Claws

You gain a natural melee weapon that deals your choice of bludgeoning, piercing, or slashing damage. Its damage die is a d6, and it has the finesse property. When you reach 6 level in this class, your natural weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Mutable Carapace

At 5th level, you can make further modifications to yourself.  When you finish a long rest, choose one of the following benefits. You can only have one active benefit at a time.

Reactive Armor

Choose either Acid, Cold, Fire, Lightning, or Poison damage—when you would take damage of the chosen type, you can use your reaction to gain immunity to that damage. You can use this feature a number of times per day equal to your proficiency bonus.

Specialized Defense

You gain resistance to your choice of either Bludgeoning, Piercing, or Slashing damage.

Unarmored Defense

Your AC equals 17 while you are not wearing armor. You can still benefit from a shield.

Augmented Allies

At 9th level, you gain the ability to modify the bodies of other creatures.  When you use the Self-Modification feature, you can choose any number of willing creatures within 10 feet of you—those creatures gain one benefit of your choice from those listed in the Self-Modification feature.  A creature can only have one benefit granted by this feature at a time.

Master of Modification

At 15th level, your mastery of biological manipulation is complete. You can use the Self-Modification feature during 10 minutes of rest instead of a short or long rest, but only once per long rest. Also, you can permanently grant one benefit listed in the Self-Modification feature to another willing creature by spending 8 hours performing the procedure. During this time, that creature is incapacitated and unconscious, and the process fails if it is interrupted. That creature can only have one benefit granted by this feature.

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