Base Class: Artificer
Biochemists are a type of artificer that focuses on the science and chemistry of life. They know how to tinker with living substances, being able to both enhance and inhibit bodily functions.
Biological Specialization
Biochemists typically specialize in one field of research; either restoration, augmentation, inhibition or devastation. Restoraters focus on the healing of life, being able to find the most effective way to cure the wounds and ailments of any individual creature. Augmentors focus on improving the abilities of creatures. Inhibitors focus on impairing the functions of creatures, causing them to be weaker and more susceptible to harm. Destructors focus on finding the most effective way to end any individual life.
Augmentation
You specialize in improving the abilities of creatures. Whenever you cast a spell that grants a beneficial effect to an ally, the duration of the effect can be extended for as long as you maintain concentration. Spells that grants beneficial effects that normally require concentration will no longer require it, but the duration cannot be increased unless you choose to use concentration from the point you cast the spell. You also gain access to various beneficial spells.
Destruction
You specialize in the destruction of life. You excel at pinpointing and exploiting the weaknesses of creatures. You are privy to knowledge of all creatures resistances and vulnerabilities (if you don't know, you may ask the DM and they must tell you). Whenever you damage a creature with a damage type they have vulnerability to, you may deal additional damage equal to you intelligence modifier. Whenever you score a Critical hit, you may deal extra damage equal to your intelligence score. Whenever a creature rolls a natural 1 on a saving throw against one of your damaging spells, they take damage as if you scored a critical hit. Additionally, you learn various damaging spells.
Inhibition
Inhibitors specialize in limiting the enemy's capabilities. They inflict opponents with debilitating effects, causing weakness and frailty. When an inhibitor inflicts a creature with a negative effect, they can keep the effect up for as long as they maintain concentration. Negative effects that normally require concentration no longer do, but you cannot extend their duration past what is normal without concentration. You also learn a variety of debilitating spells.
Restoration
You specialize in restoration and healing of life. Whenever you heal a creature, you can heal them for an additional amount equal to your level. You can also choose to instead cure them of one ailment they are afflicted by. When you cure a creature of a negative effect (aside from this feature), you can cure them of an additional ailment.
Life Creation
You can use a combination of your biochemical knowledge and magic to create small creatures and breathe life into them. You gain access to the spell Find Familiar. Additionally, when you create or conjure a creature with a spell, you can take an additional hour casting the spell to make the creature last until death and not need concentration to maintain. A creature created this way will leave behind a corpse upon death, even if it normally wouldn't.
Biochemical Constitution
Using your knowledge of biological functions, you can minimize the impact of damage, while maximizing the effects from healing. Whenever you take damage, the damage dice are rolled twice, and the lower total is used. Whenever you are healed, the healing dice are rolled twice, and the larger total is used. Additionally, you heal to full health on a short rest.
Neuron Reconfiguration
Starting at level 9, you are capable of manipulating the neurons of creatures. Whenever you would add your charisma modifier to a roll, you may instead add your arcana bonus (including proficiency/expertise and INT modifier). Additionally, you have the spells command, charm monster and charm person added as always prepared spells.
Specialized Mastery
Starting at level 15, you are able to master a certain art related to your biological specialization. This mastery will add extremely powerful effects to actions and spells that relate to your chosen mastery.
Immunization
Whenever you remove a negative effect from a creature, they gain immunity to said effect until their next long rest.
Protection
Whenever a spell you cast affects an allied creature, you may choose to either increase their AC by an amount equal to 1+ the spell slot level used, or grant them a bonus to all saving throws of the same amount. This effect will last for 1 minute (10 rounds). You may also use your action to grant a creature you can touch with a +10 bonus to AC and all saving throws for 1 minute (10 rounds). Increases to AC and saving throws granted by this effect do not stack.
Reincarnation
You can perform the ritual of reincarnation. While outside of combat, you can perform this ritual over the course of 1 hour to grant a target the 'reincarnation' effect. When a creature with said effect dies, the effect is removed, and the creature is returned to life with the effects of a long rest. You may also perform the ritual on an already dead creature to grant them life for a 24 hour duration. Targets must remain stationary for the full duration of the ritual.
Rejuvination
Whenever you roll die to heal a creature, those die are automatically set to the highest possible result. Additionally, whenever you heal a creature, you can either grant them an additional action or restore a spell slot of any level lower than the one used to heal. Whenever you remove a negative effect from a creature, you heal that creature for an amount equal to your level times 1 plus the spell slot level used.
Revitalization
Whenever you roll die to heal, the die are automatically set to the highest possible result. Whenever you cast a spell to heal, that healing is multiplied by 1+ the spell slot used. You can cast healing spells on dead creatures by spending an additional spell slot for each round it was dead, resurrecting the creature. When out of combat, it takes an additional spell slot for each hour it was dead instead. When using this ability with spell slots higher than what is required for the spell at the level you cast it, said spell slot counts as 2 spell slots of the one below it (1 9th=2 8th, 4 7th, 8 6th, etc).
Comments