Artificer
Base Class: Artificer

Unlike other artificers, The Mutant has no interest in the development of mechanisms or engines. Instead they have turned their inspirations inward, to the development of the body. Whether by deliberate alteration or by freak accident, these artificers have altered their own bodies in their search of the perfect machine—not one made of metal, but one made of flesh.

 

Tool Proficiency

At 3rd level, you gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Mutant Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Mutant Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spell

3rd

comprehend languages, speak with animals

5th

blindness/deafness

9th

gaseous form

13th

polymorph

17th

seeming

Horrid Metamorphosis

3rd-level Mutant feature

Starting at 3rd level, you can use your bonus action to magically transform into a more monstrous version of yourself. You can use this feature once. You regain expended uses when you finish a short or long rest.

You can stay in this form for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert to your normal form if you fall unconscious, lose your temporary hit points, or die.

While in your monstrous form, the following rules apply:

  • When you assume your monstrous form, you gain a number of temporary hit points equal to your Intelligence modifier times your Artificer level. You remain in your monstrous form as long as you retain these temporary hit points.
  • You can’t cast or concentrate on spells, and your ability to speak is severely limited.
  • You retain the benefit of any features from your class, race, or other sources and can use them if your monstrous form is physically capable of doing so.
  • You gain darkvision with a range of 60 feet.
  • Your Intelligence and Strength scores switch their respective base scores.
  • If you are smaller than Large, you become Large. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on your new size. Your equipment doesn’t change size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • You gain a claw attack that deals 1d8 of slashing damage.

Finally, you have a small degree of influence over the way your monstrous form manifests. Choose one of the following traits for your monstrous form to adopt:

Bloodless Essence

You gain resistance to poison damage and immunity to the Poisoned condition.

Enlarged Limbs

Your reach increases by 5 feet.

Reinforced Tendons

Your walking speed increases by 5 feet. Your long jump increases to up to 20 feet and your high jump increases to up to 10 feet, with or without a running start.

Enhanced Metamorphosis

5th-level Mutant feature

You have begun to gain limited control over your monstrous form's manifestation, gaining the ability to choose some of its physical traits. Choose one of the following abilities for your monstrous form to gain:

Leathery Hide

Your unarmored AC increases by 1.

Lengthened Talons

Your claw attacks now deal 2d8 slashing damage.

Rapid Regeneration

At the start of each of your turns, you regain 1d4 hit points if you have no more than half of your hit points left.

Superior Metamorphosis

9th-level Mutant feature

You have gained a significant degree of control over your monstrous form's manifestation. You may now transform up to two times per long rest. Choose one of the following abilities for your monstrous form to gain:

Enhanced Reflexes

When an attacker hits you with an attack, you can use your reaction to halve the attack's damage against you.

Envenomed Talons

Your claw attacks now deal an additional 1d6 poison damage and are considered magical for the purpose of overcoming resistances.

Overpowering Might

You make Strength-based attack rolls with advantage.

Predator's Ferocity

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Metamorphic Mastery

15th-level Mutant feature

You have reached an accord with your monstrous self, rendering you nearly one and the same. You gain the following benefits:

  • Your Strength and Intelligence scores no longer switch when you transform. Instead, the lower of the two scores becomes equal to the higher one.
  • You are able to cast and concentrate on spells while in your monstrous form.
  • You may transform up to three times per long rest.

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