Artificer
Base Class: Artificer

Artificers that are not satisfied with their basic anatomy will try to transform themselves into altered lifeforms using biomancy. Biomancy is a form of magic focused on the molding of the flesh. Strong biomancers can rebuilt creatures and turn themselves into immensely strong bioweapons. 

Tool Proficiency

3rd-level Biomancer feature

You gain proficiency with Leather worker's tools. If you already have this proficiency, 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

3rd

find Familiar, shield

5th

barkskin, alter self

9th

meld into stone, slow

13th

polymorph, stoneskin

17th

reincarnate, insect plague

Genetic Modification - Major Adaptation

At 3rd level, as a Biomancer you can alter the genetic code of living beings. Whenever you finish a long rest you can give one of the following Major adaptations or two of the Following minor adaptations to one humanoid within 10 feet of you or to yourself. This trait disappears whenever the creature with this trait takes a long rest.

Major Adaptation

(Once every short rest). As an action, You create mesmerizing colors and shapes that surround yourself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC is equal to your spell casting modifier) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display for 24 hours.

Major Adaptation - Acidic Skin

Any creature that touches you or hits you with a melee attack while within 5 feet of you takes (1d4) acid damage (3rd Level),(1d6) acid damage (5th level), (1d8) acid damage (9th Level), or (1d12) acid damage (11th Level).

Major Adaptation - Armored Hide

You have better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4. (Armor Class is increase to +1 (3rd Level), +2 (5th level), +3 (9th level), +4 (11th Level)

Major Adaptation - Bioluminescent Markings

Glowing patterns on your skin takes the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects

Major Adaptation - Bite

A construct’s maw is full of razor-sharp teeth, giving it a bite attack. This attack may only be used once per attack action per bite evolution your construct possesses. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge, 2d8 if Gargantuan), plus your construct's strength modifier.

Major Adaptation - Claws

You or a creature has a pair of vicious claws at the end of its limbs, giving it two claw attacks. This attack is a strength attack that can be used twice per attack action The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge), plus your strength modifier.

Major Adaptation - Gore

You or a Creature grows a number of horns on its head, giving it a gore attack. This attack is strength based. The gore deals 1d8 points of damage (1d12 if Large, 2d8 if Huge), plus your strength modifier.

Major Adaptation - Grappling Appendages

You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.

Major Adaptation - Tail

You or a Creature grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This Adaptation can be selected more than once.

No Choice

No choice available 

Genetic Modification

At 3rd level, as a Biomancer you can alter the genetic code of living beings. Whenever you finish a long rest you can give one of the following Major adaptations or two of the Following minor adaptations to one humanoid within 10 feet of you or to yourself. This trait disappears whenever the creature with this trait takes a long rest.

Genetic Modification - Minor Adaptation

At 3rd level, as a Biomancer you can alter the genetic code of living beings. Whenever you finish a long rest you can give one of the following Major adaptations or two of the Following minor adaptations to one humanoid within 10 feet of you or to yourself. This trait disappears whenever the creature with this trait takes a long rest.

Minor Adaptation - Amorphous Structure

You can move through a space as narrow as 1 inch wide without squeezing.

Minor Adaptation - Blindsense

Your senses become incredibly acute, giving it blindsight out to a range of 30 feet.

Minor Adaptation - Climbing Speed

You gain a climbing speed equal to its walking speed.

Minor Adaptation - Cryptic Skin

You can change color to match your surroundings. You have advantage on Dexterity (Stealth) checks made to hide

Minor Adaptation - Heightened Awareness

You can’t be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. Gives advantage to all perception (wisdom) checks.

Minor Adaptation - Ink Cloud

(Recharges after a Short or Long Rest). While underwater, you can use a bonus action to expel a cloud of ink that moves 10 ft a turn. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in your space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud

Minor Adaptation - Long Limbed

Increases the range of all your melee weapon attacks by 5 feet. 

Minor Adaptation - Low-Light Vision

 you gain Darkvision up to 60ft. If you already have dark vision its increased to 120

Minor Adaptation - Photosynthesis

You do not need food or air for a day for as long as you have spent at least 1 hour in the sun.

Minor Adaptation - Pounce

You gain quick reflexes, allowing you to make a full attack after a charge. When you take the dash action, you may make one attack.

Minor Adaptation - Slippery

Due to a slimy hide or a slick exoskeleton, You become especially slippery. you gain a +4 bonus to acrobatics checks to escape a grapple.

Minor Adaptation - Sticky

Due to a slimy hide or a slick exoskeleton, You become especially slippery. you gain a +4 bonus to acrobatics checks to escape a grapple.

Minor Adaptation - Tail Slap

You can use your tail to bash nearby foes, granting a tail slap attack. This attack can be used once per attack action for every tail slap evolution you possess. This attack is a finesse attack. The tail slap deals 1d6 points of damage (1d8 if Large), plus your strength modifier. You must possess the tail adaptation to take this Adaptation.

Minor Adaptation - Tentacle

You possess a long, sinuous tentacle, granting it a tentacle attack. This attack can be used once per attack action for every tentacle you possess. The tentacle attack deals 1d6 points of damage (1d8 if Large, 1d12 if Huge). This Adaptation can be selected more than once.

Minor Adeptation - Aquatic

You gain a swimming speed equal to your walking speed.

No Choice

No choice available 

Genetic Modification - Minor Adaptation

At 3rd level, as a Biomancer you can alter the genetic code of living beings. Whenever you finish a long rest you can give one of the following Major adaptations or two of the Following minor adaptations to one humanoid within 10 feet of you or to yourself. This trait disappears whenever the creature with this trait takes a long rest.

Minor Adaptation - Amorphous Structure

You can move through a space as narrow as 1 inch wide without squeezing.

Minor Adaptation - Blindsense

Your senses become incredibly acute, giving it blindsight out to a range of 30 feet.

Minor Adaptation - Climbing Speed

You gain a climbing speed equal to its walking speed.

Minor Adaptation - Cryptic Skin

You can change color to match your surroundings. You have advantage on Dexterity (Stealth) checks made to hide

Minor Adaptation - Heightened Awareness

You can’t be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. Gives advantage to all perception (wisdom) checks.

Minor Adaptation - Ink Cloud

(Recharges after a Short or Long Rest). While underwater, you can use a bonus action to expel a cloud of ink that moves 10 ft a turn. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in your space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud

Minor Adaptation - Long Limbed

Increases the range of all your melee weapon attacks by 5 feet. 

Minor Adaptation - Low-Light Vision

 you gain Darkvision up to 60ft. If you already have dark vision its increased to 120

Minor Adaptation - Photosynthesis

You do not need food or air for a day for as long as you have spent at least 1 hour in the sun.

Minor Adaptation - Pounce

You gain quick reflexes, allowing you to make a full attack after a charge. When you take the dash action, you may make one attack.

Minor Adaptation - Slippery

Due to a slimy hide or a slick exoskeleton, You become especially slippery. you gain a +4 bonus to acrobatics checks to escape a grapple.

Minor Adaptation - Sticky

Due to a slimy hide or a slick exoskeleton, You become especially slippery. you gain a +4 bonus to acrobatics checks to escape a grapple.

Minor Adaptation - Tail Slap

You can use your tail to bash nearby foes, granting a tail slap attack. This attack can be used once per attack action for every tail slap evolution you possess. This attack is a finesse attack. The tail slap deals 1d6 points of damage (1d8 if Large), plus your strength modifier. You must possess the tail adaptation to take this Adaptation.

Minor Adaptation - Tentacle

You possess a long, sinuous tentacle, granting it a tentacle attack. This attack can be used once per attack action for every tentacle you possess. The tentacle attack deals 1d6 points of damage (1d8 if Large, 1d12 if Huge). This Adaptation can be selected more than once.

Minor Adeptation - Aquatic

You gain a swimming speed equal to your walking speed.

No Choice

No choice available 

Extra Attack

5th-level Biomancer feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Genetic-Form

At 5th level, as a Biomancer you are adept at creating and using your evolution adaptations. Whenever you finish a long rest you can give one of the Major adaptations and two of the Minor adaptations to one humanoid within 10 feet of you and or to yourself, impart you can grant one minor adaptation to 5 other creatures.  This trait disappears whenever the creature with this trait takes a long rest. In addition you gain other adaptations.

Also At 5th level, your experiments have altered your own genetic code to such an extend that you can change yourself to a so called Genetic-Form. In this form you are capable of stretching the limits of your still humanoid form. As a bonus action you turn into your Genetic-Form and the color of your skin and eyes changes. You pulsate out a light that illuminates your surroundings up to 5 feet around you. Whenever you are in your Genetic-Form your Strength modifier becomes equal to your Intelligence modifier (unless it is already higher) and you can make two weapon attacks per action. You have this trait for as long as you maintain your Genetic-Form. You cannot spent hit dice or regain hit points by resting in your Genetic-Form though you can end your Genetic-Form as an action. you are allowed to use all combat and non-combat adaptations.

Adaptation Sculptor

At 9th Level, as a Biomancer you start to perfect your practice and are a Whenever you finish a long rest you can give one of the Major adaptations and two of the Minor adaptations to one humanoid within 10 feet of you. You are able to give yourself two major adaptations and two minor adaptations or 1 major and three minor adaptations. More adaptation choices are now available.

Adaptation Sculptor - Major Adaptation

At 9th Level, as a Biomancer you start to perfect your practice and are a Whenever you finish a long rest you can give one of the Major adaptations and two of the Minor adaptations to one humanoid within 10 feet of you. You are able to give yourself two major adaptations and two minor adaptations or 1 major and three minor adaptations. More adaptation choices are now available.

Adaptation Sculptor - Minor Adaptation

At 9th Level, as a Biomancer you start to perfect your practice and are a Whenever you finish a long rest you can give one of the Major adaptations and two of the Minor adaptations to one humanoid within 10 feet of you. You are able to give yourself two major adaptations and two minor adaptations or 1 major and three minor adaptations. More adaptation choices are now available.

Species Code

At 15th Level, as a Biomancer you have mastered the ability to modify and mold your adaptations. Now when you finish a short rest you can change adaptations for you and or other creatures' adaptations. As a Biomacer you now can give other creatures minor adaptations instead of giving other major and minor adaptations. When you finish a short rest you can give 8 other creatures and yourself two minor adaptations.

Sea-Hybrid Biomancer Image

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