Base Class: Artificer
Biomancers blend artifice and biology, reshaping flesh with precision engineering. They craft living augmentations, grafts, and semi-sentient biomechanical constructs. Some use this gift to heal and enhance; others create terrifying amalgamations of flesh, bone, and steel.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies or leatherworker’s tools.
If you already have proficiency with these tool sets, you gain proficiency with one other type of artisan’s tools of your choice.
Biomancer Spells
3rd-level Biomancer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomancer Spells
| Artificer Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Biomechanical Familiar
3rd-level Biomancer feature
At 3rd level, you craft a biomechanical familiar, an organic construct designed through fleshcrafting. It functions as a familiar from the Find Familiar spell, but with the following changes:
The familiar's type is Construct.
Your familiar's hit points are 3 times your Artificer level, plus your Intelligence modifier
The familiar's size is Tiny, and has an AC of 12. When you take the Attack action, you can forgo one of your own attacks to allow the familiar to make one attack of its own (if it has an attack).
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell.
You can rebuild your familiar during a short or long rest. When you do, you can change its appearance, base form, and its size when available.
Enhance Familiar: Starting at 5th level, your familiar's hit points become 5 times your artificer level, becomes size Small, AC increases to 13, and deals 1d6 damage for melee attacks.
At 9th level, your familiar's hit points become 7 times your Artificer level, can be created as size Medium, AC increases to 15 and deals 1d8 damage for melee attacks.
At 15th level, your familiar's hit points becomes 8 times your artificer level, can be created as size Large, AC increases to 17, and deals 1d10 damage for melee attacks. This Apex Biomancer Familiar form can be humanoid, or any other of the listed forms, though is still considered a construct.
Variable Size construct
Armor Class 12/13/15/17 (natural armor)
Hit Points 3/5/7/8 times your artificer level + your Intelligence modifier (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed 30 ft. Climb 30 ft.
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Perception, Wisdom modifier (+1) plus PB, Stealth, Dexterity modifier (+3) plus PB
Damage Immunities necrotic (flesh adaptation), disease
Damage Resistances Poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands your languages, but can't speak
Challenge — Proficiency Bonus (PB) equals your bonus
Artificial Bond. The familiar obeys your commands. In combat, it shares your initiative count, taking its turn immediately after yours. It can move and react normally, but it only takes the Dodge action unless you use your bonus action to command it to take another action.
Flesh and Metal. When you cast a spell with a range of Touch, your familiar can deliver the spell as if it had cast it. The familiar must be within 100 feet of you and must use its reaction to deliver the spell.
Morphic Frame (3rd level). As a bonus action, you can cause your familiar to sprout temporary adaptations. Choose one effect that lasts until the start of your next turn:
Extend Limbs: The familiar’s reach increases by 10 feet.
Armored Plates: The familiar’s AC increases by +2.
Venomous Bite: The familiar’s next successful melee attack deals an additional 1d6 poison damage.
Symbiotic Link (5th level). When your familiar is within 10 feet of you, you gain advantage on saving throws against being poisoned, paralyzed, or diseased.
Actions
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + your Intelligence modifier piercing damage.
(If Morphic Frame: Venomous Bite is active, add 1d6 poison damage on hit.)
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d4 + your Intelligence modifier slashing damage.
Biomechanical Familiar Forms
1. Spiderling. A fleshy metal spider with glassy eyes and chitinous plates. Gains Spider Climb trait (climb difficult surfaces without checks).
2 Serpentcoil. A segmented, biomechanical snake with coppery scales and flickering tongue. Gains advantage on Stealth checks in natural environments.
3. Fluttermoth. A soft-bodied insect with shimmering bio-synthetic wings. Gains a fly speed of 30 ft., but AC is reduced by 1.
4. Leechling. A bloated worm or leech made of flesh and tubing, pulsating unnaturally. When it deals bite damage, it regains hit points equal to half the damage dealt (once per turn).
5. Stiltwalker. A wiry crab or insectoid form with exaggerated long legs and spindly arms. Increase reach of attacks by 5 feet.
6. Huskrat. A semi-furred, almost mammalian construct with metallic claws and stitched leather skin. Gains advantage on Perception checks relying on smell.
7. Scalebark Lizard. A tiny lizard whose skin shifts between bark, scale, and armored carapace. +2 AC.
8. Eyestalk Drone. A hovering orb with writhing cables and a central luminous eye. Darkvision range increases to 120 ft.
At 15th level, you can create a large humanoid form. This twisted monstrosity can use its reaction to become the target of an attack that is directed at you.
Combat Mutations
Mutate: As a bonus action, you cause your familiar to sprout a temporary mutation. The mutation lasts 1 minute or until you use another bonus action to use this feature again.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), and all uses refresh after a long rest.
1. Spined Carapace. +2 AC, but speed is reduced by 15 ft.
2. Hyperoptic Eye. Advantage on Perception and Investigation checks and can see invisible creatures within 30 feet.
3. Acidic Glands. Bite attacks deal an extra 1d8 acid damage.
4. Burrowing Claws. Gains a burrow speed of 15 ft. through dirt, sand, or soft stone.
5. Razor Tendrils. Bite attacks have +5 ft. reach and critical hits on a 19–20.
6. Cloaking Flesh. Gains advantage on Stealth checks; while stationary, it is indistinguishable from surrounding terrain (DC 15 Perception to notice).
7. Toxic Blood. When the familiar takes melee damage, adjacent creatures must succeed on a Constitution saving throw (DC = 8 + PB + your Intelligence modifier) or take 2d6 poison damage.
8. Magnetic Core. Biomechanical Familiar can pull or push a creature or object within 15 feet of it 10 feet in a direction you choose (Strength saving throw vs your spell DC).
Biomancer Infusions
These infusions represent permanent or semi-permanent biomechanical grafts, symbiotic devices, or internal enhancements.
You gain access to these in addition to the normal Artificer Infusions. You learn them normally (when you gain infusions known), and they count as Artificer infusions for all purposes.
3rd Level Infusions
Grafted Armblade
Prerequisite: 3rd level Biomancer Artificer
Item: A simple or martial melee weapon (requires attunement)
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You bond a weapon to your flesh via biomechanical grafts.
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You can’t be disarmed of this weapon unless you are incapacitated.
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While wielding it, you gain a +1 bonus to attack and damage rolls made with it.
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As a bonus action, you can retract or extend the weapon into/out of your body.
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If you drop or throw the weapon, it magically detaches.
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At 10th level, the bonus increases to +2.
Living Armor
Prerequisite: 3rd level Biomancer Artificer
Item: Any suit of armor (requires attunement)
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You craft semi-living symbiotic armor that merges with your body.
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The armor requires no Donning or Doffing time — it merges into your skin when worn.
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While wearing it, you have resistance to poison and acid damage.
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If you would take damage from a critical hit, you can use your reaction to negate the critical, turning it into a normal hit (usable once per long rest).
Symbiotic Reservoir
Prerequisite: 3rd level Biomancer Artificer
Item: Your own body
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You implant a living magical node into yourself, able to hold spells.
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Choose one 1st- or 2nd-level Artificer spell you know. It becomes stored inside you.
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You can cast it once without expending a spell slot.
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After casting, the reservoir goes dormant until you finish a long rest.
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You can infuse this multiple times, each holding a different spell.
Reflexive Muscle Graft
Prerequisite: 3rd level Biomancer Artificer
Item: A suit of light or medium armor
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You enhance the reflexes of the armor's wearer.
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The wearer’s Dexterity saving throws gain a bonus equal to your Intelligence modifier (minimum +1).
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Once per short rest, after failing a Dexterity saving throw, the wearer can choose to reroll it.
Organic Spell Battery
Prerequisite: 3rd level Biomancer Artificer
Item: Your biomechanical familiar (or other construct you control)
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You embed a micro-reservoir inside your familiar.
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Once per long rest, the familiar can cast a 1st-level spell you know without requiring material components.
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You designate the spell at the time you infuse the familiar.
Bone Lattice Reinforcement
Prerequisite: 3rd level Biomancer Artificer
Item: Shield or armor
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You reinforce bone, cartilage, and synthetic muscle fibers through your armor or shield.
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The item’s AC bonus increases by +1.
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If the wearer is reduced to 0 hit points but not killed outright, they can drop to 1 hit point instead (usable once, refreshes on long rest).
6th Level Infusions
Chitinous Plating
Prerequisite: 6th level Artificer
You graft an exoskeletal layer beneath or over your skin.
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While wearing no armor, your AC becomes 16 + your Dexterity modifier (maximum +2).
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If you are wearing armor, you instead gain +1 AC.
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Once per short rest, you may reduce incoming nonmagical bludgeoning, piercing, or slashing damage by your Constitution modifier.
Bioelectric Nerves
Prerequisite: 6th level Artificer
Your nervous system channels excess magical energy.
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When you cast a spell that deals damage with the range of Touch, you can add your Constitution modifier to the damage roll.
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Once per long rest, you can unleash a surge: after rolling damage for a single target spell, deal lightning damage equal to half your level to another creature of your choice within 10 feet of the original target.
10th Level Infusions
Symbiotic Regenerator
Prerequisite: 10th level Artificer
You cultivate regenerative tissue.
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At the start of each of your turns, if you have less than half your maximum hit points, you regain hit points equal to your proficiency bonus.
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This effect does not function if you are reduced to 0 hit points.
Boneblade Arsenal
Prerequisite: 10th level Artificer
You can manifest organic weapons directly from your body.
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As a bonus action, you produce a natural melee weapon (claws, blades, spines) that deals 1d10 slashing or piercing damage. It counts as magical for overcoming resistance.
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Whenever you hit with this weapon, you may deal an additional 1d6 necrotic damage a number of times per long rest equal to your Constitution modifier.
14th Level Infusions
Aberrant Organ Cluster
Prerequisite: 14th level Artificer
You cultivate a suite of backup organs, both biological and arcane.
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You gain resistance to poison and psychic damage.
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The first time each day you would drop to 0 hit points, you instead drop to 1 hit point.
Evolutionary Apex Form
Prerequisite: 14th level Artificer
Your body undergoes controlled, unstable evolution.
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As a bonus action, you may enter Apex Form for 1 minute. While in this state, you gain:
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+2 AC
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Advantage on Strength and Constitution saving throws
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Your melee attacks deal an additional 1d8 damage of your choice (acid, necrotic, or lightning)
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You can use this feature once per long rest.
Fleshcrafted Augmentations
5th-level Biomancer feature
At 5th level, you master the art of growing biomechanical augmentations.
You can craft a number of augmentations equal to your Intelligence modifier (minimum 1). Installing or uninstalling an augmentation takes 1 hour and requires your tinker's or leatherworker’s tools. A creature may only have one Fleshcrafted Augmentation active at a time. You may Augment yourself, or any other willing creature.
Each augmentation grants you a benefit. Choose from the list below:
Grappling Tendrils: You can cast grasping vine once per long rest without expending a spell slot.
Photosynthetic Skin: When you complete a short rest, you regain an additional number of hit points equal to your Intelligence modifier.
Adaptive Reflexes: You gain proficiency in Dexterity saving throws.
Reinforced Musculature: Once per turn when you hit with a melee weapon attack, you can deal an extra 1d8 force damage.
Internal Reservoir: You can store a 1st- or 2nd-level spell you know within your body. You can cast it once without expending a spell slot. (You must finish a long rest to store a new spell.)
Mutable Physiology
9th-level Biomancer feature
At 9th level, your biomechanical alterations grant you resistance to poison and necrotic damage, and you are immune to disease.
In addition, whenever you finish a long rest, you can adapt your body for your environment. Choose one of the following adaptations, which lasts until you finish your next long rest:
Aquatic Adaptation: You gain a swim speed equal to your walking speed and can breathe underwater.
Chitinous Armor: Your AC increases by +1. This increases to +2 at 15th level.
Additional Limb: You grow one extra limb. Choose one of the following:
- Extra Arm, it can hold items, make unarmed strike as a bonus action, or use tools. It may not wield weapons or a shield.
- Extra Leg, your speed increases by 5 ft., and you are unaffected by nonmagical difficult terrain.
- Prehensile Tail, it can hold items, and allows you to hang from a surface you can grab.
- Glider Wings, when you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.
Apex Biomorph
15th-level Biomancer feature
At 15th level, you master the apex of biomechanical evolution.
As a bonus action, you can undergo a radical transformation for 1 minute, gaining the following benefits:
- You have advantage on Strength, Dexterity, and Constitution saving throws.
- Whenever you hit with a melee weapon attack, you can deal an additional 2d8 necrotic or radiant damage (your choice).
- You can use a bonus action each turn to command your familiar to make one additional attack.
You can use this feature up to your Proficiency Bonus times per day.
Previous Versions
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