Biomancer

Employing their knowledge in biology and combining it with ther prowess in both magic and technology, biomancers are able to alter their body in amazing ways, sometimes edging on the grotesque.

When you adopt this specialization at 3rd level, you gain proficiency leatherworkers tools and the Medicine skill. If you already have these proficiencies, you gain proficiency with one other type of artisan's tools and/or skill of your choice.

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 Jump, Longstrider 5th Alter Self, Enlarge/Reduce 7th Gaseous Form, Vampiric Touch 9th Freedom of Movement, Polymorph 11th Awaken, Enervation

Absorbed Augmentation

By 3rd level, you have developed advanced techniques of both grafting bone and strengthening skin to an almost unthinkable degree.

During a long rest, you may absorb an armor you are proficient with, gaining its benefit, with the following alterations:

The armor doesnt provide disadvantage to stealth and its weight doesnt count towards your carrying capacity.

You may use your Intelligence instead of your Dexterity modifier for the purposes of calculating your Armor Class while using this armor.

If you choose to absorb a different armor in this way, the old one emerges from your body and is replaced.

While you have an armor absorbed, you can shift its parts beneath your skin to protect your vitals. As a reaction upon taking damage other than psychic, you may spend a hit die and add your Artificer level to the roll, reducing the damage by the ammount rolled.

Warshaper

When you reach 3rd level, you are able to change you physique in an instant, tranforming your body into a living weapon.

You learn the Primal Savagery cantrip, which counts as an Artificer spell for you. When you cast this spell, you may choose for its damage type to be bludgeoning, piercing or slashing, your choice upon casting. If you do so, you may add your Intelligence modifier as a bonus on the damage roll.

Additionally, your melee reach increases by 5 feet.

Morphic Weapons

By 5th level, with a single thought, your bodily transformations grow stronger, able to rend flesh and bend metal in an instant.

When you succesfuly hit a creature with Primal Savagery, you cause an additional effect depending on the damage type:

Bludgeoning. The creature is pushed back 15 feet in a straight line. If this movement is stopped by another creature or a solid object, both targets fall prone; if applicable.

Piercing. The creatures is grappled until the start of your next turn. During its turn, it can use an action to attempt a Strength saving throw against your spell save DC to escape. While grappled, the creature can't regain any hit points.

Slashing. The cantrip deals one additional die of damage.

Unnatural Physiology

At 9th level, your physionomy is a marvel of self preservation, your organs rearanging and regenerating when threatened .

You gain immunity to poison and disease Furthermore, all damage you take is reduced by an amount equal to your Intelligence modifier.

Master Transmogrifist

By 14th level, you have fully mastered both your mind and body, controling every minute detail in extreme precision.

You may ignore all components on any Artificier spell with a range of self and you automatically succeed on all concentration checks related to such spells.

Furthermore, while you aren't incapacitated, your shape nor form cannot be changed against your will.

Art credit goes to Brother Baston: https://thecollectibles.tumblr.com/post/180418363430/art-by-brother-baston