Artificer Specialist: Geneticist

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Artificer Specialist: Geneticist

A Geneticist has devoted their studies to altering and elevating their own physical form to best suit their needs and goals. This often transforms the Geneticist's body a ways that seem disturbing or unnatural, but are undeniably effective.

Tool Proficiency

3rd-level Geneticist feature

You gain proficiency with Alchemist Tools. If you already have this proficiency, you gain proficiency with one type of artisan's tools of your choice.

Geneticist Spells

3rd-level Geneticist feature

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

Artificer Level Geneticist Spells
3rd Arms of Hadar, Inflict Wounds
5th Dragon's Breath, Alter Self
9th Vampiric Touch, Gaseous Form
13th Guardian of Nature, Death Ward
17th Awaken, Rary's Telepathic Bond

Mutagen

3rd-level Geneticist feature

At 3rd level, you discovers how to create a Mutagen that can be imbibed in order to heighten your physical prowess at the cost of your personality.

You may drink the Mutagen as an action. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +4 bonus to the selected ability score for 10 min. In addition, while the Mutagen is in effect, you take a –2 penalty to one of your mental ability scores. If the mutagen enhances Strength, it applies a penalty to Intelligence. If it enhances Dexterity, it applies a penalty to Wisdom. If it enhances Constitution, it applies a penalty to Charisma. You may not be under the effects of more than one Mutagen at a time, if a second Mutagen is taken while under the effects of the first it replaces the effect. This ability may be used a number of times per long rest equal to your proficiency modifier.

At 5th level, a new discovery causes the toxic alchemicals anchoring the Mutagen to drift to the surface of your body. While under the effects of a Mutagen, you add 1d4 poison damage to your unarmed and natural weapon attacks, this damage increases by 1d4 when you reach 10th level (2d4), 15th level (3d4), and 20th level (4d4).

At 9th level, a new discovery boost the Mutagen's effectiveness. While under the effects of a Mutagen you instead gain a +6 bonus to the physical stat and a -4 penalty to the mental stat.

At 15th level, a new discovery allows the Geneticist combine the effects of Two mutagens. When you consume a Mutagen add the benefits of a second Mutagen's 3rd lvl effect without suffering it's associated penalty.

Extra Attack

5th-level Geneticist feature

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Injector

9th-level Geneticist feature

At 9th level, you create an Injector that becomes a part of your Alchemy Tools. This Injector allows you to apply your Mutagens to another willing Creature within 15 feet. Additionally, when using your Alchemy Tools as an Artificer focus your Artificer spells with the range of Self or Touch gain a range of 15 feet.

Genetic Ascention

15th-level Geneticist feature

At 15th level you permanently alter your physical form to better suit your needs. You gain one of the Following abilities:

  • Antenna. You grow a series of small fringe antennas along the back of your ears and under your chin. These antenna provide for all of your body's needs. You no longer need to eat, drink, breath, or sleep. When you take a long rest, you must spend at least four hours in a meditative, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Additionally due to your Antenna's receptive nature you gain Blindsight out to 30 feet and the ability to cast the Detect Thoughts spell at will; when cast this way the spell has no somatic, verbal, or material components.
  • Carrapace. You grow a hard exo-skelleton over the surface of your skin. This grants you a +2 bonus to your AC and resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Mummification. Your studies have revealed a method of preserving your organs to protect them from attacks. You treat critical hits against you as normal.
  • Regeneration. You boost your endocrine and metobolic sytems to better heal injuries. At the start of your turn each round you regain 1 hit point so long as you are not incapacitated. If you are incapacitated at the start of your turn you regain 1/2 of your total hit points and are no longer incapacitated; when used this way you lose the Regeneration ability until you finish a long rest.
  • Tentacles. You grow four tentacles from your shoulders or back. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1d4 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Wings. You grow a set of wings granting you a flying speed of 120 feet.
 

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