Artificer Specialization: The Biomancer Magically Bend Your Environment* to Your Will Created by u/megaPisces617, Inspired by u/callmepartario's Biomancer Specialization

*Who says your friends aren't your environment? *Who says your friends aren't your environment?

Artificer Specialization - Biomancer Instead of using artifice to create progress, you turn to biological enhancement to create improvement and innovation in the world. By the time you have embraced this specialization, you are intimately familiar with the tools required to complete biomantic experimentation. Proficiencies You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization. Additionally, you are considered proficient in any Medicine check that you make using one of these kits and may substitute your Intelligence modifier for your Wisdom modifier when making a check of that type. Crafting. You can combine your skill with these tools and a touch of biomantic magic to bolster the health of those around you. When you complete a short or long rest, you can use your alchemist's supplies or herbalism kit to create a number of enhancement salves equal to your Intelligence modifier. These salves last 24 hours before spoiling. You choose from the following types of salves: Medicinal Enhancement . The recipient of this salve gains 2d4 temporary hit points. When you reach 14th level, this improves to 3d4 temporary hit points and you may reroll any number of those dice once each (keeping the new roll).

Muscular Enhancement. The recipient of this salve adds 1d4 to any ability check, attack roll, or saving throw that uses their Strength modifier and doubles their carrying capacity for the duration. When you reach 14th level, this die improves to a d6.

Agility Enhancement. The recipient of this salve adds 1d4 to any ability check, attack roll, or saving throw that uses their Dexterity modifier and increases their speed by 5 feet for the duration. When you reach 14th level, this die improves to a d6 and the recipient's speed increases by an additional 5 feet.

Immunological Enhancement. The recipient of this salve adds 1d4 to any ability check or saving throw that uses their Constitution modifier and has advantage on saving throws against poison and disease for the duration. When you reach 14th level, this die improves to a d6.

Cerebral Enhancement. The recipient of this salve gains proficiency in a number of Wisdom, Intelligence, or Charisma skills equal to your Intelligence modifier (minimum of one skill). Alternatively, they gain expertise in a Wisdom, Intelligence, or Charisma skill for the duration; the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. How you apply these salves affects their efficacy. If you spend 10 minutes applying the salve to the recipient, the effects last 8 hours. If you spend 1 minute applying the salve, the effects last 1 hour. If you spend 1 action applying the salve, the effects last 1 minute. The recipient must be in touch range (within 5 feet) for the entire application time, and neither you nor the recipient can do anything else during the application. A creature can only benefit from one salve at a time. 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 Spell 3rd cure wounds, expeditious retreat 5th enlarge/reduce (creatures only), prayer of healing 9th aura of vitality, fly 13th polymorph, stoneskin 17th greater restoration, mass cure wounds Biomancer's Experimentation At 3rd level, you become more comfortable experimenting with biological enhancement on humanoids, leading to dramatic changes. You may choose three Experimental Treatments when you gain this feature at third level, and choose another Treatment at 6th and 14th levels. At each of these levels, you may also exchange one Experimental Treatment you have already learned for a new one. The following is a list of available Experimental Treatments: Crisis Evolution. Your biomancy allows you to rapidly adapt your allies to any situation. As a reaction when a creature you can see within 30 feet of you makes a death saving throw, you cause that creature to gain 1 hit point and 2d4 temporary hit points, which last for 1 minute. Once you use this Treatment, you cannot use it again until you complete a short or long rest. Defensive Casing. As a bonus action you generate a gelatinous or chitonous casing around a creature you can see within 30 feet of you. That creature gains a number of temporary hit points equal to 1d4 + your Intelligence modifier, lasting up to 1 minute (or until destroyed). While the creature has these hit points it gains a +1 bonus to its AC. You may use this Treatment a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you complete a long rest.

Depressive Mutation. You temporarily alter a creature's neurochemistry, creating a depressive effect. As an action you force a creature within 60 feet of you that you can see to make a Wisdom saving throw against your spell save DC. On a failure that creature falls unconscious for 1 minute or until you lose concentration on this effect (as if concentrating on a spell), the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and consturcts automatically succeed on this saving throw. Once you use this Treatment you cannot use it again until you complete a long rest. Emergency Escape. You can use your biomancy to cause a creature to quickly gain new movement potential. As a bonus action, you or a creature you can see within 60 feet of you gain a burrowing, climbing, flying, or swimming speed until the end of your next turn. That creature may then move up to its speed without provoking opportunity attacks. You may use this Treatment a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you complete a long rest. Gelatinous Evasion. Your biomancy alters the inherent structure of a creature's anatomy. As a reaction when you or a creature you can see is hit by an attack, you transform your target into a gelatinous form, imposing disadvantage on the attack roll. Once you use this Treatment, you cannot use it again until you complete a short or long rest. Hulking Punch. Your arm grows temporarily in size and strength to execute a powerful punch. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 2d8 bludgeoning damage and is pushed 15 feet in a straight line away from you if it is one size larger than you or smaller. Once you use this Treatment, you cannot use it again until you complete a short or long rest. Immediate Emesis. You fiddle with a creature's biological response, causing to it become extremely nauseous. As an action, you force a creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. On a failure the creature takes 2d4 plus your Intelligence modifier poison damage and is poisoned until the end of its next turn. On a success the creature takes half as much damage and is not poisoned. Once you use this Treatment, you cannot use it again until you complete a short or long rest. Reflex Improvement. You use your magic to momentarily enhance an ally's reaction speed. As a reaction when an ally you can see makes an attack, you add your Intelligence modifier to the attack roll. You may use this Treatment a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you complete a long rest. Thickened Carapace. You biomantically enhance a creature's defences for a brief time. As an action, a creature you can see within 30 feet of you grows a tough outer shell, meaning that its AC cannot be below 18 for 1 minute. You must maintain concentration on this effect, as if you were concentrating on a spell. Once you use this Treatment, you cannot use it again until you complete a long rest. Artificer Specialization - Biomancer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Survival of the Fittest Artificer Specialization - Biomancer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Starting at 6th level, you learn to emanate a biomantic aura that elevates the natural capabilities of creatures in the area. As an action, you can activate this aura. While active, a number of creatures up to your Intelligence modifier you choose within 30 feet of you gain 1d4 hit points at the start of each of your turns. Additionally, those creatures have advantage on Strength, Dexterity, and Constitution saving throws and gain an additonal 5 feet of movement. This aura lasts up to 10 mintues, as long as you maintain concentration on it (as if concentrating on a spell). Once you activate this aura, you cannot do so again until you complete a long rest. When you reach 14th level, the aura improves. Its range increases to 60 feet and affected creatures' movement speed increase by an additional 5 feet. Additionally, whenever you roll to restore hit points to an affected creature within the aura, you may reroll any number of those dice once. You must keep the new result, and you can use this feature only once per turn. Superior Entity When you reach 14th level, your skill in genetic manipulation has been elevated by constant experimentation. As an action, you make one creature you can see within 60 feet of you a Superior Entity for 1 minute, granting the following benefits: The Superior Entity gains temporary hit points equal to half your artificer level plus your Intelligence modifier.

The Superior Entity adds 10 feet to its movement speed and it has advantage on Strength, Dexterity, and Constitution saving throws.

The Superior Entity grows natural weapons that deal 2d4 + 2 magical bludgeoning, piercing, or slashing damage. It can make two attacks with these natural weapons when it takes the attack action, and if it hits a single creature with both attacks in the same turn that creature takes an additional 2d4 poison damage.

You may apply your Experimental Treatments to the Superior Entity without expending uses of those Treatments. When this effect ends, the Superior Entity gains one level of exhaustion as its body abruptly reverts to normal. Once you use this ability, you cannot use it again until you complete a long rest. Biomancer Infusions As a biomancer, you have access to an additional list of infusions. These infusions are applied to creatures instead of objects, but otherwise function in the same way as normal infusions. The same creature can benefit from multiple different infusions at once, but never the same infusion twice. Undead and constructs cannot benefit from these infusions. Amorphous Structure. This creature can move through a space as narrow as 1 inch without squeezing. Aquatic. This creature gains a swimming speed equal to its walking speed.