Artificer
Base Class: Artificer

An elf gasps for breath underwater. struggling to inject a syringe. When he does so, gills flair out of his neck. A halfling gives a cry of pain as a wolf bites her hand off. She applies a thick, organic bandage to the stump, which grows as a giant claw, reaching out to seize the beast. An orc chained to a pillar in an airship glances around for any sign of their captors, before clicking a command to the squirrel hiding up their sleeve, who grows claws of sharpened bone and severs the orc's bonds.

Biomancers are artificers who have turned their skills to self-improvement in the most literal sense, reshaping their allies and their own bodies for combat. A biomancer is a student of life in the most literal sense, learning the secrets of growth and decay and using magic to empower such effects. Biomancy is a new tradition, growing out of a combination of combat medicine and the fielding those more skilled at medical arts as soldiers.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Biomancer Spells

Starting at 3rd level, 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

3rd

cure wounds, inflict wounds

5th

alter self, dragon's breath

9th

life transference, vampiric touch

13th

death ward, guardian of nature

17th

contagion, enervation

Living Focus

You may use a living creature as a focus for your Artificer spells. In order to do so, you must either prepare them as a focus or channel magic through them by force. You may cast Artificer spells with a range of self or touch on a living focus who is within 60 feet of you, and you determine who any additional targets of the spell may be. If a spell requires concentration, the living focus must maintain concentration on the spell, and can choose to end it at any point during the spell's duration.

To prepare a living focus, you perform a special ritual while you maintain physical contact with them. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. You may only have one prepared living focus at a time, and if you perform the ritual on a second creature, the first one ceases to be your living focus. When you cast a spell with a range of touch, you may order your living focus to move up to 10 feet and deliver the spell. This movement does not provoke attacks of opportunity and is a free action for the creature.

You may also make a creature a living focus by channeling magic through it by force. As an action, make a melee spell attack against a target. On a hit, you may use your bonus action to cast a spell with a casting time of an action through the creature. The spell uses your spell slot, spell save DC, spell attack bonus, and spellcasting ability, but is otherwise treated as the target creature casting the spell. On a miss, the creature instead takes force damage equal to your intelligence modifier, and you can’t cast spells other than cantrips until the end of your next turn. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. You cannot target constructs or undead with this ability.

Organic Augmentation

At 5th level, you develop more refined control control over your living foci and the healing and harm you create through their bodies. Whenever you cast an artificer spell with your leatherworker's tools or through a living focus, you (or the target) gain a bonus to one roll of the spell each turn. That roll must restore hit points or be a damage roll for a spell with a range of self or touch, and the bonus equals your Intelligence modifier (minimum of +1).

In addition you can sour and corrupt magical healing. When an enemy who is below their hit point maximum attempts to regains hit points with a spell or magical effect, you can use your reaction to pervert the healing, causing them to instead take an equal amount of force damage and reducing their hit point maximum by that amount. You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Restoration and Rending

Starting at 9th level, you can gain advanced knowledge of fleshcrafting, shaping creatures to fit your ends:

  • Whenever you cast a spell of 1st level of higher through your living focus, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). These temporary hit points fade after 10 minutes.
  • You can cast blindness/deafness with a range of touch without expending a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, your bond with your prepared living focus has grown stronger. You gain the following benefits:

  • The distance at which you can use your living focus as a spellcasting focus is increased to 120 feet if you cannot see them, or up to 600 feet if there is nothing blocking your view of them.
  • If your living focus has a made a death saving throw in the last minute, you may take an action to expend a spell slot of 1st level or higher to provide them with a number of successes equal to the spell slot's level. If you stabilize them with this action, they immediately regain 1d6 hit points. You cannot do so again until both of you have completed a long rest.

Biological Mastery

By 15th level, you have manipulated and altered your body so often that your changes become persistent, and you can resist unwanted changes.

  • You can cast animal shapes once without expending a spell slot provided you use your living focus as the spellcasting focus. Once you cast animal shapes in this way, you can’t do so again until you finish a short or long rest.
  • You gain advantage on saving throws against spells that would inflict blindness, deafness, or transform your body against your will.

You also gain one of the following sets of benefits, and whenever you take a long rest that includes spending an hour working with your leatherworker's tools, you may switch which set of benefits you gain:

Beast of Burden

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You can serve as a mount to a humanoid whose size is equal to or smaller than yours, and they gain the benefits of being mounted.
  • When you use your action to Dash, you can make one melee weapon attack or to shove a creature as part of that action. If you move at least 10 feet in a straight line immediately before making this attack or shove, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Deep Diver

  • You can breathe air and water, and you have a swimming speed equal to your walking speed.
  • You gain blindsight out to a range of 30 feet. When in a body of water, you gain blindsight in that water to a range of 60 feet.
  • You can attempt to hide even when you are only lightly obscured by in deep water or rocky terrain, or by heavy rain, falling snow, mist, and other natural phenomena, and gain advantage on Dexterity(Stealth) checks when fully submerged in water.

Skyward Step

  • You are always under the effects of the jump spell, and your jump height and distance are based on your Intelligence score, not your Strength score.
  • You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.
  • When your whole body is 5 feet or more above the ground (nearest flat surface of more than a 5 feet square), your movement does not provoke opportunity attacks.

 

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