Artificer: Difference between revisions

691 bytes added ,  01:14, 28 December 2022
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{| class="wikitable"
{| class="wikitable"
|+ Aeronaut Features
|+ Biomancer Features
|-
|-
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells
| [[Artificer#Specialist Spells|Specialist Spells]] || 1st || You gain free bonus Spells
|-
|-
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in
| [[Artificer#Tools of the Trade|Tools of the Trade]] || 1st || You get a Proficiency in [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]]
|-
|-
| Example || 1st || Example
| [[Artificer#Biomancer Golem|Biomancer Golem]] || 1st || You get the [[Level 1#Find Familiar|Find Familiar]] Spell, and when you cast it, the familiar is a Monstrosity with extra health that can take Damage to heal allies
|-
|-
| Example || 3rd || Example
| [[Artificer#Modular Biology|Modular Biology]] || 3rd || You can give yourself one of a few mutations
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|-
| Example || 5th || Example
| [[Artificer#Augmented Flesh|Augmented Flesh]] || 5th || You can merge with your Biomancer Golem to be a bunch of buffs
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|-
| [[Artificer#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
| [[Artificer#Arcane Evolution|Arcane Evolution]] || 9th || Your faster, and you get more Modular Biology options
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|-
| [[Artificer#Magical Attacks|Magical Attacks|]] || 5th || You can swap Attacks out for Cantrips
| [[Artificer#Mastered Evolution|Mastered Evolution]] || 9th || You get more Modular Biology options
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|-
| Example || 9th || Example
| [[Artificer#Master Biomancer|Master Biomancer]] || 15th || When you cast a Spell you can give the target some Temporary Hit Points and you gain Resistance to Bludgeoning, Piercing, and Slashing Damage while merged with your Biomancer Golem
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| [[Artificer#Master Aeronaut|Master Aeronaut]] || 15th || Example
|}
|}
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==== Tools of the Trade ====
==== Tools of the Trade ====
''1st Level Master Biomancer Feature''<br>
''1st Level Master Biomancer Feature''<br>
You gain Proficiency with Leatherworker's Tools.
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Leatherworker's Tools]].
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==== Biomancer Golem ====
==== Biomancer Golem ====
''1st Level Master Biomancer Feature''<br>
''1st Level Master 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:
You can use the magic of your artifice to create a facsimile of life. You Learn the [[Level 1#Find Familiar|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 [[Level 1#Find Familiar|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 Material Component for the Spell is 1 pound of organic matter.
*The familiar is a Monstrosity.
*The familiar is a Monstrosity.
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==== Modular Biology ====
==== Modular Biology ====
''3rd Level Master Biomancer Feature''<br>
''3rd Level Master 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:
You can use your knowledge of arcane biology to enhance your physical form. At the end of a Long Rest, you can use your [[Adventuring Gear#Artisan's Tools|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.
*'''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.
*'''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.