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== Biomancer == | == Biomancer == | ||
While most artificers are content with mechanical invention, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved. | |||
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==== Specialist Spells ==== | ==== Specialist Spells ==== | ||
''1st Level | ''1st Level Biomancer Feature''<br> | ||
You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | You gain Specialist Spells at the Artificer Levels listed in the Artificer Spells table. You Know these Spells, always have them Prepared, they count as Artificer Spells for you, and they don't count against your number of Spells Known. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Artificer Level !! Spell | ! Artificer Level !! Spell | ||
|- | |- | ||
| 2nd || | | 2nd || False Life, Beast Bond | ||
|- | |- | ||
| 5th || | | 5th || Alter Self, Spider Climb | ||
|- | |- | ||
| 9th || | | 9th || Haste, Life Transference | ||
|- | |- | ||
| 13th || Blight, | | 13th || Blight, Polymorph | ||
|- | |- | ||
| 17th || | | 17th || Reincarnate, Skill Empowerment | ||
|} | |} | ||
<br> | <br> | ||
==== Tools of the Trade ==== | |||
''1st Level Biomancer Feature''<br> | |||
You gain Proficiency with Leatherworker's Tools. | |||
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==== Biomancer Golem ==== | |||
''1st Level Biomancer Feature''<br> | |||
You can use the magic of your artifice to create a facsimile of life. You Learn the Find Familiar Spell, it counts as an Artificer Spell and you can cast it as a Ritual, and it doesn't count against your Spells Known. When you cast the Find Familiar Spell, you can cause your familiar to become a Biomancer Golem, augmenting the Spell in the following ways: | |||
*The Material Component for the Spell is 1 pound of organic matter. | |||
*The familiar is a Monstrosity. | |||
*It has additional Hit Points equal to your Artificer Level. | |||
Your Biomancer Golem can heal others by grafting its flesh onto the creature's wounds. As an Action, it can reduce its current Hit Points by any amount and touch a willing creature. the target then regains Hit Points equal to the number of current Hit Points reduced. | |||
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==== Modular Biology ==== | |||
''3rd Level Biomancer Feature''<br> | |||
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your Leatherworker's Tools to modify your body in one of the following ways: | |||
*'''Amphibious Physiology.''' You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swimming Speed equal to your Walking Speed. | |||
*'''Bestial Senses.''' You enhance your sense of hearing and smell to rival wild beasts. You are gain Proficiency in Perception, and you add your Intelligence Modifier to Wisdom (Perception) Checks you make. | |||
*'''Resilient Hide.''' Your flesh has grown thicker and knotted. While you aren't wearing any Armor, you have an AC of 10 + your Constitution Modifier + your Intelligence Modifier. | |||
*'''Mutated Limb.''' You grow a horrid limb that resembles your other limbs. It functions in the same way as another limb of your choice. | |||
This augmentation remains until the end of your next Long Rest. | |||
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=== Augmented Flesh === | |||
''5th Level Biomancer Feature''<br> | |||
Your own altered form can merge with that of your Biomancer Golem to enhance your abilities. As an Action, you can touch your Biomancer Golem, causing it to disappear as it merges with you, causing you to gain the following benefits: | |||
*You gain Temporary Hit Points equal to the Biomancer Golem's current Hit Points + | |||
your Intelligence Modifier. | |||
*Your Speed increases by 10ft. | |||
*You can use your Intelligence, in place of Strength, for Strength Attack Rolls, Damage Rolls, Ability Checks, and Saving Throws you make. | |||
*You can make an additional Attack whenever you take the Attack Action. | |||
*As a Bonus Action, you can expend a Spell Slot of 1st Level or higher to gain Temporary Hit Points equal to 5 x the Level of the Spell Slot expended. | |||
You remain merged with your Golem until you lose the Temporary Hit Points granted by this feature, and which point the Golem is destroyed and you return to your normal form. | |||
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==== Arcane Evolution ==== | |||
''9th Level Biomancer Feature''<br> | |||
Your Speed increases by 10ft, and you gain two options with your Modular Biology feature instead of one. | |||
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==== Mastered Evolution ==== | |||
''15th Level Biomancer Feature''<br> | |||
You gain three options with your Modular Biology feature instead of two. | |||
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==== Master Biomancer ==== | |||
''15th Level Biomancer Feature''<br> | |||
You have become a master amongst Biomancers. Whenever you target a creature with one of your Spells gained from your Specialist Spells feature, you can grant one target of that Spell a number of Temporary Hit Points equal to your Artificer Level + your Intelligence Modifier.<br> | |||
Additionally, while you have the Temporary Hit Points granted by your Augmented Flesh feature, you have Resistance to Bludgeoning, Piercing, and Slashing Damage. | |||
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== Chronothief == | == Chronothief == |