Artificer
Base Class: Artificer

Artificer Specialist: Splicer

Some artificers build tools. You modify flesh. Your body is the laboratory, your mind the proving ground, and restraint an optional feature.

Splicers inject volatile biomantic compounds directly into themselves, permanently altering their physiology to channel destructive magic. The power is immense. The stability is not.

Forbidden Biomancy

3rd-level Splicer feature

You gain proficiency with alchemist’s supplies

At the end of a long rest, you create a number of Splice Vials equal to your Intelligence modifier (minimum of 1). A Splice Vial becomes inert if not used before your next long rest.

As a bonus action, you can inject a Splice Vial into yourself to activate or empower your Splicer abilities.

Splicer Spells

3rd-level Splicer feature

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

Splicer Spells

Artificer Level Spell

3rd

inflict wounds, detect thoughts

5th

shatter, mirror image

9th

hold monster, counterspell

13th

fear, stoneskin

17th

dominate monster, disintegrate

Installed Splices

3rd-level Splicer feature

You permanently install biomantic augmentations into your body, known as Splices.

  • You learn three Splices of your choice at 3rd level.

  • You learn two additional Splice at levels 5 and 9

  • Whenever you gain an Artificer level, you may replace one Splice you know with another for which you meet the prerequisites.

If a Splice grants you a spell:

  • The spell is always prepared.

  • It does not count against the number of spells you can prepare.

Active Splices

3rd-level Splicer Feature

When you inject a Splice Vial, you activate one Splice you know. That Splice becomes your active Splice.

  • An active Splice remains active indefinitely, until you switch to a different Splice.

  • You may have only one active Splice at a time.

  • You cannot change your active Splice while in combat.

Switching Splices

While not in combat, you can switch your active Splice by spending 1 minute recalibrating your biomantic alterations and injecting a Splice Vial.

When you do so:

  • Your previous active Splice ends immediately

  • The new Splice becomes active

  • You must roll the Instability Die

Splice Options

You choose Splices from the list below as described in the Installed Splices feature.

❄ Cryoplasmic Splice

 

Prerequisite: 3rd level

You learn the Ray of Frost cantrip, which counts as an artificer cantrip for you.

Overclocked Ray of Frost

When cast using a Splice Vial, the target’s speed is reduced by 20 feet instead of 10.

Maximum Output — Total Lock

If any damage die rolls its maximum value, the target’s speed becomes 0 until the start of your next turn.

⚡Arc Surge Splice

 

Prerequisite: 3rd level

While this Splice is active, your nervous system discharges raw energy.

Once per turn when you deal damage with a weapon attack or spell, you may add 1d6 lightning or thunder damage.

Maximum Output — Neural Jump

If the bonus damage die rolls its maximum value, one creature of your choice within 15 feet of the original target takes the same damage.

🌀Hypnotic Splice

 

Prerequisite: 5th level

You always have Hypnotic Pattern prepared.

Overclocked Hypnotic Pattern

When cast using a Splice Vial, creatures that succeed on their saving throw are Slowed until the end of their next turn.

Maximum Output — Fractured Perception

If a creature fails its saving throw by 5 or more, it is Stunned until the end of its next turn.

💣 Fleshapult Splice

 

Prerequisite: 5th level

You hurl volatile masses of unstable tissue that detonate on impact.

  • You always have Catapult prepared.

  • When you cast catapult using this Splice, the projectile is a writhing chunk of biomatter that deals bludgeoning or necrotic damage (your choice).

Overclock
When overclocked, the spell’s damage die increases to d10s.

Maximum Output — Secondary Rupture
If any damage die rolls its maximum value, the projectile explodes on impact, dealing [roll]2d6[/roll] necrotic damage to one creature of your choice within 5 feet of the target.

🔥Pyroplasm Splice

 

Prerequisite: 3rd level

You learn the [spell]Fire Bolt[/spell] cantrip, which counts as an artificer cantrip for you.

While this Splice is active, Fire Bolt feels less like a spell and more like a reflex.

Overclocked Fire Bolt

When you cast Fire Bolt by injecting a Splice Vial, it creates two bolts, which may target the same creature or different creatures.

Maximum Output — Ignition Cascade

If any Fire Bolt damage die rolls its maximum value, the target ignites, taking [roll]1d8[/roll] fire damage at the start of each of its turns. A creature can use an action to extinguish the flames.

🗯 Laryngeal Resonator Splice

 

Prerequisite: 5th level

You always have Shatter prepared.

Overclocked Shatter

When cast using a Splice Vial:

  • The damage die becomes d10 instead of d8.

  • Creatures that fail the saving throw are Deafened for 1 minute.

Maximum Output — Organ Pierce

If any Shatter damage die rolls its maximum value, affected creatures are also Knocked Prone, and unattended objects take double damage.

🛡️ Dermal Plating Splice

 

Prerequisite: 3rd level

Your skin thickens into layered, semi-organic armor.

  • While this Splice is active, your AC increases by +1.

  • When you take damage from a nonmagical attack, you may use your reaction to reduce the damage by 1d8 + your Intelligence modifier.

  • You can use this reaction a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Maximum Output — Adaptive Hardening
If the damage reduction die rolls its maximum value, you gain resistance to the triggering damage type until the start of your next turn.

🧬 Mitotic Echo Splice

 

Prerequisite: 9th level

Your body learns how to copy itself - badly.

  • Your nervous system learns to shed false selves—each one less convincing than the last.

    • You always have Mislead prepared.

    • You may cast mislead once per long rest without expending a spell slot by injecting a Splice Vial.

    • When you cast mislead this way, the illusory duplicate appears as a warped version of you: posture slightly wrong, movements delayed, voice subtly distorted.


    Maximum Output — Recursive Delusion

    While you are invisible due to mislead, if you make an attack roll or cast a spell that would normally end your invisibility and at least one damage die rolls its maximum value, the following occurs:

    • You remain invisible instead of the invisibility ending.

    • A new illusory duplicate immediately appears in an unoccupied space within 5 feet of you.

    • This new duplicate is visibly more unstable than the previous one—features blur, limbs lag, expressions loop or twitch.

🪬 Telekinetic Splice

 

Prerequisite: 3rd level

You learn Mage Hand. The hand is invisible and requires no components.

While this Splice is active, you may cast Telekinesis once per long rest without expending a spell slot by injecting a Splice Vial.

Maximum Output — Violent Reposition

If you win a contested Telekinesis check by 5 or more, the creature takes [roll]2d6[/roll] force damage and falls prone.

Instability

3rd-level Splicer feature

Whenever you inject a Splice Vial, roll a d6 Instability Die.

Roll Effect
1 You gain 1 level of Splice Madness
2–3 Minor neural fluctuation (no effect)
4–6 Stable injection

 

Splice Madness

Your mind strains under continuous mutation.

You can have up to 3 levels of Splice Madness. Madness alters how your power behaves but never prevents you from acting.

Madness 1 — Neural Feedback

  • Once per turn when you use a spliced damaging effect, you take 1 psychic damage per spell level (cantrips = 1).

  • When you trigger a Maximum Output effect, gain temporary hit points equal to your Intelligence modifier.

Madness 2 — Unstable Focus

  • Once per turn when you cast a spliced spell, one creature within 5 feet of the target (DM’s choice) takes psychic damage equal to your Intelligence modifier.

  • Your Maximum Output effects gain +1 round, +1 target, or +5 feet (DM determines applicability).

Madness 3 — Cognitive Bleed

  • When you inject a Splice Vial, roll a d6. On a 1, a Fracture Event occurs.

  • Once per spliced effect, you may reroll one damage die and must use the new roll.


Fracture Event

When a Fracture Event occurs, roll 1d6:

d6 Effect
1 The spliced effect targets the nearest creature instead
2 You take 1d6 psychic damage (increasing to 2d6 at level 9)
3 You are Blinded or Deafened (your choice) until the end of your next turn
4 The spliced effect repeats at half potency
5 You immediately move 10 feet without provoking opportunity attacks
6 Gain advantage on your next spliced spell; afterward gain 1 level of exhaustion

Level 5: Gene Splicing Savant

5th-level Splicer feature

You've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Level 5: Combat Splicing

Your body adapts to sustained mutation.

  • You may inject a Splice Vial as part of casting a spell (still consuming the vial).

  • When you overclock a spell granted by your active Splice, it does not require additional actions.

Level 5: Clarity Splice

 

You develop a stabilizing counter-injection protocol.

As a bonus action, you may activate a Clarity Splice (no Splice Vial required). Until the start of your next turn:

  • You cannot trigger Fracture Events

  • You may ignore the effects of your current Splice Madness level

Once you use this feature, you cannot do so again until you finish a long rest.

Level 9: Dual Mutation

 

9th level Splicer feature

  • You may maintain two active Splices simultaneously.

  • Each Splice must be injected separately; each rolls Instability Die independently.

  • Maximum Output effects from both Splices can trigger simultaneously.

  • If both trigger on the same turn, roll [roll]1d6[/roll]: 1–3 both occur normally, 4–6 one backfires on you (DM choice).

Level 15: Apex Mutation

 

15th level Splicer feature

  • When injecting a Splice Vial, roll twice for the Instability Die, take higher result.

  • Maximum Output effects may roll an additional d6 to create a Minor Fracture Event.

  • Once per long rest, you may voluntarily trigger a Major Fracture Event for a spectacular effect (DM adjudicates).

Level 15: Apotheosis Protocol

 

You stop being a creature with abilities and become an ongoing catastrophic event.

  • You always have Wish prepared.

  • You may cast wish once without expending a spell slot by injecting a Splice Vial.

When you cast wish this way, you cannot use it to:

  • Permanently gain spellcasting

  • Duplicate wish again

  • Remove consequences of Splice Madness


Maximum Output — Apotheosis Cascade

If any damage die you roll on the same turn as casting wish rolls its maximum value, the following occurs:

  • The wish resolves perfectly, without DM twist or backlash

  • You immediately gain one Major Fracture Event

  • Your body visibly begins to fail

For the next 1 minute:

  • You gain advantage on all attack rolls, saving throws, and ability checks

  • Your spliced effects deal maximum damage automatically

  • At the end of each of your turns, you take [roll]4d10[/roll] psychic damage, ignoring resistance and immunity

When this minute ends, one of the following occurs (DM choice or roll):

  • You fall unconscious at 0 HP but stable

  • You permanently lose one known Splice

  • You gain a permanent visible mutation and disadvantage on one ability score’s checks

Splicer Scientist Image

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