Base Class: Artificer
Biotic specializes at extraction of life energy of other creatures and using it to heal his allies
Tool Proficiency
When you adopt this specialization 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.
Biotic Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biotic Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biotic Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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|
9th |
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13th |
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17th |
Essence Transfusor
At 3rd level, you learn how to create Essence Transfusor. You recive alchemist's supplies for free if you don't already have it and it takes a form of backpack-sized cylinder (that you can strap to your back) from hardened glass or other translucent material with a lot of smaller containers, vials, flasks etc. inside of it with complicated tube sticking out of it that you can attach to your arm and palm of your hand.
This device is your Essence Transfusor, an effect of research on life essence, extracting it from you enemies and using it to heal your allies. As one of attacks of attack action you can activate one of the properties of Essence Transfusor.
You can use it as your arcane focus for your artificer spells.
Essence Transfusor
| Transfusion | Activation |
|---|---|
|
Biotic Extraction |
As one of your attacks, a creature in 30 feet of you that you can see has to mage Constitution saving throw against your spell save DC. On a failure, the target takes 1d8+spellcasting ability modifier of necrotic dmg. Transfusor gains one charge of Biotic Infusion if the attack deals any dmg.
Extraction damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). |
|
Biotic Infusion |
Choose one creature within 30 of you that you can see and heal it for 1d8 for every Biotic Infusion Charge spent and add your spellcasting ability modifier. Using 2 charges you can cast lesser restoration without spell components or using spell slot. |
Charges:
- You have 3 slots for charges of Biotic Infusion. You gain additional 3 slots at 9th level. All charges gained are lost durning a long rest. You can charge your Biotic Infusion:
- You gain one charge of Biotic Infusion when you deal at least 1 point of necrotic damage with Biotic Extraction.
- Succesfully cast necromancy spells (AC hit or creature failed saving throw) on creatures that aren't immune to its effects charge Biotic Infusion with one slot for every level of spell slot cast (2nd level spells charge 2 slots etc.)
- One willing creature can spend one of their healing dice as an action to restore one charge of your Biotic Infusion. You have to be in 30ft range and use a reaction before begining of next turn of that creature to get hold of that energy. Otherwise the healing dice is lost without effect.
Potent Transfusion
At 5th level, you discovered a way to extract magic that fuels undead, constructs and other non-living beings and transform it into life essence to fuel your Essence Transfusor. When you are dealing necrotic damage with your spells or Biotic Extraction you may ignore necrotic resistance and necrotic immunity becomes resistance.
Transfusor Upgrade
At 9th level, expertise with using your Essence Transfusor lets you upgrade the device.
- Biotic Extraction now charges your Biotic Infusion by two charges instead of one.
- You don't need to use reaction to gather energy from willing creature spending their's healing dice to fuel you Biotic Infusion.
- Your Biotic Infusion can hold up to 6 charges from now on.
- You can use 5 charges to cast Greater Restoration without using material components or spell slots.
- Biotic Infusion charges don't expire after long rest so you can store them infinitely.
Biotic Disintegration
Starting at 15th level, you have discovered a way to not only extract life essence from your foes but also weaken them by disintegrating parts of their essence. When your Biotic Extraction or any necromancy spells hits a target you can apply one of effects below as part of the same action. The creature has to roll Wisdom saving throw agains your spell save DC. If it fails - effect takes place. If it succedes - nothing happens.
- Blindness
- Deafness
- Silence
- Reduction of movement speed by 20 feet,
- Rolls with disadvantage for each attack roll, ability check, and saving throw,
- Loss of chosen by you resistance and immunity,
- Reduction of armor class by your intelligence modifier.
The effect lasts for an hour. You can use this feature number of times equal to your Intelligence modifier and all of the uses reset after a long rest.
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