Base Class: Artificer
Innovation requires experimentation and there will always be those who seek to push the boundaries of scientific and moral understanding. A Combination of healer and mad scientist, many of those who have been saved by The Mad Surgeon shiver at the memory of their unorthodox methods and try not to think about the hulking Bio-Construct who shadowed their steps.
The Mad Surgeon Spells
You always have certain spells prepared after you reach particular levels in this class, as shown below. These spells count as artificer spells for you but don't count against the number of artificer spells you prepare
Stitcher
Whenever you fail a medicine check to stabilise an ally or restore hit points to your Bio-Construct, you can choose to succeed instead. If you do, they regain 2d6 hit points and roll on the Medical complications chart. The creature can't regains hit points this way again until they finish a short or long rest.
Bio-Construct
Your Experimentation has brought you a mindless servant made of dead flesh, a bio construct. It's friendly to you and your companions, and it obeys your commands. You determine this creatures appearance which has no effect on its game statistics.
In Combat, Your Bio-Construct shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Bio-Construct can take any action of its choice, not just dodge.
If you spend 1 minute making a DC 10 medicine check it regains 2d6 hit points. If it has died within the last hour, you can use your leatherworker's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Bio-Construct returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new Bio-Construct if you have leatherworkers Tools with you. if you already have a Bio-Construct from this feature, the first one immediately perishes. The Bio-Construct also perishes if you die.
Demented Genius
Whenever you cast a spell using your Leatherworking Tools as the spellcasting focus, you gain a bonus to healing or damage equal to your intelligence modifier.
Deranged Surgeon
Your Scientific discoveries have improved your abilities in the following ways:
- When you deal damage or restore hit points to a target, you may apply an effect of your choice from the Medical Complications Chart. You may do this a number of times equal to your intelligence modifier (minimum of once), but no more than once per turn. You regain all uses when you finish a long rest.
- You may cast spells that restore hit points or return a creature to life without material components. If you do, role on the medical complications Chart. in addition, you may restore creatures to life with a spell even if parts of the body are missing.
The Monster and the Master
Your magic and your Bio-Construct have become more powerful
- Spells that restore hit points restore an additional 4d6 hit points.
- You Bio-Construct gains +2 to its Armor Class.
- Whenever your Bio-Construct uses its Meat Shield ability, the attacker takes force damage equal to 1d4 + Your Intelligence Modifier.
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