Base Class: Artificer
You have learned to master the ways of altering creatures at the atomic level. Through genetic research you have found ways to change creatures and people to your whims.
Level 3: Alter Genes
You gain proficiency with Genetic Implements, and they can be used as a spellcasting focus.
You may touch a creature(non-person except for yourself) with your Genetic Implements and change one minor attribute listed below as a Bonus Action:
Skin or Fur Colour: You alter the colour of the creature's skin or fur to any colour whether natural or not.
Scent: You alter the scent that the creature gives off this includes bad, good, and nonexistent smells.
Shape: You alter the creatures height by up to 6," remove or add up to 25 pounds of bodyfat or muscle, or make minor changes to the general shape of their body, ie. longer arms, narrower face, larger feet, etc.
This change occurs over 1d4 minutes and fades in 1d4 minutes after 1 month. You gain one more use of this feature at levels 6, 9, 12, and 16.
Level 5: Spell Powered Genes
When you roll Initiative, or otherwise as a Bonus Action, you may choose a number of creature you can see within 30 feet of yourself that are affected by your Alter Genes up to your proficiency bonus, these creatures can be used as spellcasting focuses for your spells and spells cast this way deal or heal 1d6 extra damage/HP, increasing by 1d6 at levels 8 and 13, and at level 17 the dice changes to a d8. If the creature are farther than 60 feet away from you then you may no longer use them as a spellcasting focus until they become less than 60 feet away from you. These creatures remain spellcasting focusses until you dismiss this ability, the Alter Genes effect ends, the creature dies, or when this ability is used again.
You may use this ability on 6 creatures before you must take a long rest to replenish your uses of it. At levels 8 and 13 the number of creatures you can use this ability on before a long rest increases by 4.
Level 9: Potent Injection
You may now use your Alter Genes on all living creatures (Except those barred by your DM) and they now last 6 months instead of 1. Any person you try to use Alter Genes on may roll a Constitution saving throw against you spell save DC to stop the effect. You also gain more potent Alter Genes options listed below:
Innate Ability: You may move up to 3 stat points to other stats ei. taking 2 points from Dexterity and adding one to Wisdom and one to Strength. You may also reassign one proficiency.
Size: You change the creatures size by one size with a maximum size of Huge.
Alignment: You change a creature's alignment by one movement on an alignment grid ei. Chaotic Evil to True Neutral. When attempting to change a creature's alignment they make a Wisdom save instead of Constitution.
Sex: You change the sex of a creature this includes making them have no gender. Changing the sex of a creature also changes their reproductive organs.
Additionally your Genetic Injections can be made permanent, when making your genetic injections you can attempt to make one have a permanent effect, you must make an intelligence check with a DC of 8+ The level that the injection can be acquired at. On a success, the injection only has one use and takes an action to inject, on a failure you fail to make the injection. you cannot make another injection permanent until 1d4 long rests later.
Level 15: Master of Genetics
You can cast the Command spell without expending a spell slot on creatures affected by your Alter Genes, you can cast it this way as a Bonus Action only affecting one creature and without any verbal component. You also gain these extra options for the spell:
Attack: The creature takes an attack against one random creature that is an enemy to you, moving up to half its movement to do so.
Magic: The creature casts either a damaging spell of level 1 or below at a random enemy to you or casts a random healing spell of level 1 or below on you or one of your allies. This fails if the creature cannot cast spells.
Harm Self: The creature will attack itself.
Additionally, when you use your Alter Genes you can choose to make the effect permanent, if the creature is unwilling the save DC is your Spell Save DC -3, if it succeeds on this DC but not you default Spell Save DC the effect will stay for the usual 6 months. You may use this feature once before having to take 2d6 long rest before making an effect permanent. You may also use Alter Genes on non-living creatures (except those barred by your DM).
Level 3: Genetic Injections
When you finish a long rest you can create a number of special injections equal to your proficiency bonus. At level 3 you can make three kinds of injection, at level 6, 9, and 14 you gain 2 more injection options. Each injection has three uses before you must make a new one. These injections also have a chance of backfiring or becoming stronger, when you make an injection roll a d20, on a 20 the injection's duration, damage, or healing is doubled, on a 1 they are halved.
Aggressor Injection
The liquid inside appears to be a blood red. When injected into a creature, they must succeed on a Constitution Saving throw against your Spell Save DC or begin making any and all attempts to attack creatures that are enemies or neutral to you.
Boosting Injection
The liquid inside appears to be a fleshy pink. When injected into a creature, they gain a +3 bonus to one skill modifier that you choose when you make this injection, they gain this bonus for one minute.
Burning Injection
The liquid inside appears to be a red an orange swirl. When injected into a creature, they must succeed on a Constitution saving throw against your spell save DC or take 2d6 fire damage, half on a success.
Control Injection
The liquid inside appears to be a spiritual orange. When injected into a creature, they must succeed on a Constitution Saving Throw against your Spell Save DC or you become able to control them for their next turn or for one minute outside of combat.
Curing injection
The liquid inside appears to be a dull yellow. When injected into a creature, they are cured of the Poisoned condition or any minor illness.
Enspelled Injection
The liquid inside appears to be a mystical off-white. When injected into a creature, they gain the effect of on spell that you have of a level no higher than 1/3 of your Artificer level rounded down.
Forgetful Injection
The liquid inside appears to be a foggy gray. When injected into a creature, they must succeed on a Constitution Saving throw against your Spell Save DC or lose the ability to form memories for 1 minute.
Fortifying Injection
The liquid inside appears to be a shimmering silver. When injected into a creature, they gain a plus 3 bonus to their AC for one minute.
Frightful Injection
The liquid inside appears to be pitch black with specks of gray. When injected into a creature, they must succeed on a Constitution saving throw against your Spell Save DC or be frightened on you for one minute.
Guiding Injection
The liquid inside appears to be sky blue. When injected into a creature, they gain the effects of the Guidance spell.
Healing Injection
The liquid inside appears to be a bright glowing teal. When injected into a creature, they heal 2d6 HP.
Poison Injection
The liquid inside appears to be a deep purple. When injected into a creature, they make a Constitution save against your Spell Save DC or have the Poisoned condition for one minute.
Quickening Injection
The liquid inside appears to be a light yellow. When injected into a creature, they gain a 20 boost to their speed for one minute.
Spell Fueling Injection
The liquid inside appears to be a dark blue. When injected into a creature, they become able to cast one spell that you know once without a spell slot or with any spell slots they have for one minute, choose the spell when you make this injection.
Replacement DNA
You have replaced you DNA with magic, allowing you to use the effects of Alter Genes on yourself at will. You are also able to cast spells without verbal components if you use yourself as a spellcasting focus and because of this, your spellcasting ability becomes Constitution. You also gain the ability to learn spells from the Warlock spell list.
Previous Versions
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