My Documents
Become a Patron!
# Artificer Specialisation: ## The Biomancer "*It was horrifying. The entire lab was cluttered with—well, just parts. Parts of beasts, parts of monsters, parts of people. There were drawings detailing the various appendages they intended to graft onto themselves or others. It’s truly chilling to witness such a grotesque display of genius.*" --An officer describing the lab of a convicted scientist. In the vast expanse of existence, the origins of life remain a puzzle that confounds many. While most attribute life’s creation to the whims of gods or the march of evolution, you approach it differently. You have delved into the secrets of organic forms, embracing a more practical view: intelligent design. To you, the mortal coil is a true work of art. However, you do have some suggestions about its form and function. ### Class Features | Level | Feature | |:----:|:-------------| | 3rd | Mend life, Biomancer spells, Sculpt the Flesh| | 5th | Rework the Body | | 9th | Improved Augmentation | | 15th | Reforge the Soul | #### Mend Life Starting at 3rd level, you can gain the ability to repair all things within your pervue. You gain proficiency with the Medicine skill and leatherworkers tools. You can also use Intelligence as a basis for your Medicine checks and your leatherworkers tools count as a healers kit for you, which you can use once as such and must then finish a long rest. Additionally, you learn the "Mending" cantrip and its casting time becomes a bonus action for you. When cast in this way, you can target a creature that has taken damage since the end of your last turn. If the creature is organic, it will restore a number of hitpoints equal to your Intelligence modifier. \columnbreak #### 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 | Spells | |:----:|:-------------| | 3rd | Cure wounds, Inflict wounds| | 5th | Enhance ability, Darkvision | | 9th | Haste, Vampiric touch | | 13th | Guardian of Nature, Polymorph | | 17th | Mass cure wounds, Awaken | #### Sculpt the Flesh Starting at 3rd level, you gain the ability to profoundly manipulate living bodies, allowing you to enhance your own form according to your vision. You learn a number of Augmentations from the Biomancer Augmentation table equal to your Intelligence modifier, provided you meet their level requirements. Each time you gain a level in this class, you can replace one of your chosen Augmentations with a different one. Using your leatherworking tools as a focus, you can spend 1 action to apply one of these Augmentations to yourself. Each Augmentation lasts for 1 hour, until you dismiss it, or until you apply a new Augmentation while the previous one is still active. You can use this feature a number of times equal to 1 + your Proficiency Bonus, regaining all expended uses after finishing a long rest. \pagebreakNum
#### Rework the Body Starting at 5th level, your expertise in sculpting and modifying living creatures extends to others. You can now apply Augmentations to other living beings as detailed in the Sculpt the Flesh feature. Additionally, you can expend a spell slot of 2nd level or higher to regain one use of Sculpt the Flesh. Furthermore, your own body has adapted to your augmentations. When you apply an Augmentation to yourself for the first time after a long rest, it no longer consumes a use of Sculpt the Flesh and lasts until you complete your next long rest. At the end of that rest, you may choose to renew the Augmentation or apply a different one without expending a use of Sculpt the Flesh. However, you can still apply only one Augmentation to yourself at a time; switching to a different one before finishing a long rest will require a use of Sculpt the Flesh as usual. #### Improved Augmentation Starting at 9th level, you enhance your ability to modify living creatures. You gain access to additional Augmentations, equal to your proficiency bonus, which you can choose from the Augmentation table. You now know a number of Augmentations equal to your Intelligence modifier plus your proficiency bonus. Moreover, your body and mind have adapted to frequent alterations, allowing you to sustain multiple Augmentations simultaneously. You can maintain up to 2 Augmentations on yourself at once, with each lasting until you complete your next long rest. These Augmentations do not count against the total uses of Sculpt the Flesh unless reapplied before the end of a long rest. #### Reforge the Soul Beginning at 15th level, you gain the ability to reshape the very soul of a living being. You learn the Greater Restoration spell and can cast it once per long rest without expending a spell slot, or material components. Additionally, you learn the Reincarnate spell and can cast it once per long rest without expending a spell slot. If more than 80% of the original body is still available (DM's discretion), the spell does not require material components. When you cast this spell using this feature, you can choose the race of the target creature, as long as its different from the one it used to be.
##### **Optional Augmentations:** This class features a number of physical and mental Augmentations in the Biomancer Augmentation table at the end of the homebrew. I am but a mere mortal and cannot have imagined or thought of every possible Augmentation... Talk with your DM about specific adaptions you think are missing!
\columnbreak ### Biomancer Augmentation table | Augmentation | Effect | |:----:|:-------------| | Become Nimble | You grant an additional movement speed equal to 5 times your Prof.Bonus and attacks of opportunity on them have disadvantage. Additionally, they gain advantage in Dexterity saving throws and Dexterity (acrobatics) checks. | | Become Strong | You grant advantage on Strength saving throws and Strength (athletics) checks. Additionally, they count as one size larger for the purpose of determining their carrying capacity and their melee attacks deal an additional number of D4 equal to your Prof.Bonus | | Become Stealthy | You grant camouflage that allows them to hide even when only lightly obscured and gives them advantage on Dexterity (stealth) checks. Additionally, they can move up, down, and across vertical surfaces and upside down along ceilings without requiring checks. | | Become Deadly | You grant natural weapons that deal a number of D4 equal to your Prof.Bonus of bludgeoning, piercing or slashing damage and they can attack with them as a bonus action. Additionally, they have advantage on attack rolls with these natural weapons when targeting creatures that do not have all their hitpoints. | | Become Tough | You grant a naturally tough skin that grants them a bonus to their AC equal to your Intelligence modifier as long as they are not wearing armor and grants them resistance to bludgeoning, piercing and slashing damage. | | Become Venomous | You grant resistance to poison and acid damage and immunity to the poisoned condition. Additionally, they gain a natural ranged weapon (30ft/60ft) that allows them to spit a globule of poison or acid at a target, dealing a number of D4 equal to your Prof.Bonus of poison or acid damage on hit.| | Become Sensitive (Artificer level 5) | You grant Blindsight and Tremorsense within a number of feet equal to 10 times your Prof.Bonus and are immune to effects that disrupt the senses. Additionally, they gain advantage on Wisdom (perception) checks. | \pagebreakNum
| Augmentation | Effect | |:----:|:-------------| | Become Amphibious (Artificer level 5) | You grant a swimming speed equal to 15 times your Prof.Bonus and can breathe under water as well as above water. Additionally, they gain resistance to cold damage and the effects of high pressures. | | Become Winged (Artificer level 5) | You grant a flying speed equal to 10 times your Prof.Bonus and they can hover. Additionally, they gain resistance to cold damage and the effects of low pressures. | | Become Focused (Artificer level 5) | You grant advantage on Intelligence, Wisdom, Charisma and Concentration saving throws.| | Become Resilient (Artificer level 5) | You grant an increase in hitpoints by an amount equal to 5 times your Prof.Bonus and they gain the ability to heal themselves for a number of hitpoints equal to your Prof.Bonus as a bonus action. Additionally, they are immune to disease.| | Become Sticky (Artificer level 5) | You grant two tentacle-like appendages seperate from their normal ones. With these appandages they can grapple creatures and leave their normal appendages free to fight as normal, or grapple two creatures at once. Additionally, grappling checks made with the new appendages are made with advantage and have 10ft reach.| | Become Omnipresent (Artificer level 5) | You grant the ability to forgo one attack from their attack action to teleport up to a distance of 5ft times your proficiency bonus. | | Become Displaced (Artificer level 5) | You grant the ability to ignore damage on a save or take half damage on a fail when they are subjected to an effect that allows them to make a Dexterity saving throw. Additionally, attacks on them have disadvantage. If they are hit, this effect is disabled until the end of their next turn. | | Become Energy (Artificer level 9) | You grant immunity to either fire, cold, lightning, thunder, radiant or necrotic damage and when they are hit by a melee attack, they deal a number of D4 equal to your Prof.Bonus of that type of damage to the attacking enemy. | | Augmentation | Effect | |:----:|:-------------| | Become Inscrutable (Artificer level 9) | You grant immunity to mind reading, fears and charms. Additionally, they gain resistance psychic damage. | | Become Empathic (Artificer level 9) | You grant the ability to sense the emotional state of other creatures within a radius equal to 10ft times your Prof.Bonus, granting them advantage on Wisdom (Insight) and Charisma (Persuasion, Deception and Intimidation) checks. Additionally, they cannot be surprised. | | Become Incorporeal (Artificer level 9) | You grant immunity to non-magical slashing, piercing and bludgeoning damage but they cannot deal this damage either. Additionally, they can move through other creatures and objects as if they were difficult terrain. They take 5 (1d10) force damage if they end their turn inside an object. | | Become Potent (Artificer level 14) | You grant the ability to change the damage type of their attacks as a Bonus action on their turn. Additionally, when changed, their attacks deal additional damage equal to a number of D6 equal to your Prof.Bonus. They also ignore resistance and deal half damage to creatures that are immune. | | Become Legendary (Artificer level 14) | You grant the ability to take 2 Legendary actions. Only one Legendary action option can be used at a time and only at the end of another creature's turn. They regain spent Legendary actions at the start of their turn. They can make one attack (1 legendary action), move (one legendary action), cast a cantrip (1 legendary action) or cast a leveled spell (2 legendary actions). | | Become Anti-Magical (Artificer level 14) | You grant the ability to ignore the effects of leveled spells (thus not including cantrips) that are cast at a level lower than half your Prof.Bonus (rounded up). Additionally, they are resistant to the damage and have advantage on saves against magical effects. | > ### Art credit > **First page top:** Willian Murai, MTG > ___ > **Third page bottom:** Svetlin Velinov, MTG