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The Biosmith subclass for the artificer focuses on creating customized assistants through biological modifications and enhancements. Key features include creating a bespoke assistant, granting it additional abilities and attacks over time, and allowing the assistant to deliver touch spells.

The Biosmith subclass grants proficiency with surgeon's tools, the ability to create a bespoke assistant, and abilities like Hands On that allow the assistant to deliver touch spells. It also provides upgrades to the assistant like modular upgrades and endocrine overstimulation.

Creating a bespoke assistant provides a friendly construct that obeys commands and can deliver touch spells. It allows fusing items into the assistant and shares the artificer's attunement slots. The assistant also gains hit points and abilities based on the artificer's level.

Biosmith - Artificer Specialist

Battle smith’s are rigid and unimaginative,


alchemists are wishy-washy, and artillerists? Biosmith spells
Well, anyone can make a catapult. Why make all Starting at 3rd level, you always have certain
these gadgets and gizmos when you can make spells prepared after you reach particular levels
one ultimate Klatchian army knife? Yourself. in this class, as shown in the Biosmith Spells
Well... and your bespoke lab assistant, of course. table. These spells count as artificer spells for
you, but they don’t count against the number of
Tool Proficiency artificer spells you prepare.
When you adopt this specialization at 3rd level, Biosmith Spells
you gain proficiency with surgeon’s tools. If Artificer Level Spell
you already have this proficiency, you gain 3rd inflict wounds, chameleon skin*
proficiency with one other type of artisan’s tools 5th barkskin, endoleech*
of your choice. 9th vampiric touch, zippit!*
13th frogskin*, greater invisibility
Surgeon’s tools let you stabilize an unconscious
17th bone cage*, feverskin*
creature with a successful DC 10 Dexterity (Surgeon’s
Tools) check. They can also be used to perform *Spells available from Humperdink’s Wares
surgery, torture, or as a biosmith’s spellcasting focus.

Art: Willian Murai © WotC @humpswares


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Humperdink’s Wares - Artificer Biosmith Version 1.0

Bespoke Assistant Feature Cost


Natural Armour +1 AC (max +5) 1 / AC
By 3rd level, the time you spent practicing your
Extra Limbs (max +4) 1 / limb
stitching instead of out partying with friends

Base Stats
Saving Throw Proficiency 2
is now moot. You can make your own familiar- Skill or Armour* Proficiency 1
friend: a bespoke assistant. It is friendly to you Ability Score + 1 (6 – 15) 1
and your companions, acts independently of you, Ability Score + 1 (16 – 19) 2
but always obeys your commands. Ability Score + 1 (20 – 23) 3
In combat, the bespoke assistant shares your
initiative count, but it takes its turn immediately 30 ft. climb speed 1

Movement
after yours. It can move and use its reaction on 15 ft. burrow speed 2
its own, but the only action it takes on its turn 30 ft. fly speed 3
30 ft. swim speed 1
is the Dodge action, unless you take a bonus
+15 ft. established speed ** 2
action on your turn to command it to take one of
the actions in its stat block, any action granted
Blindsight 30 ft. + Echolocation [bat] 2
by a spell, or the Dash, Disengage, Help, Hide,

Senses
Darkvision 60 ft. 1
Search, or Use an Item actions. Darkvision 120 ft. 2
Tremorsense 15 ft. 3
Bespoke Assistant
Small construct, neutral HW4 Lang. Speech (One language you know) 3
Understands another language you know 1
Armour Class 11
Hit Points equals (five times its Constitution modifier + five Speaks another language you know*** 1
times your artificer level)
Speed 30 ft. Amphibious [frog] 1
STR DEX CON INT WIS CHA Camouflage [octopus] 3
12 (+1) 12 (+1) 12 (+1) 8 (-1) 8 (-1) 8 (-1) Flyby [owl] 3
Senses passive Perception 9
Illumination [fire beetle] 1
Languages understands a language you speak Keen Hearing [bat] 1
Keen Sight [hawk] 1
Actions Keen Smell [cat] 1
Traits

Grapple. Reach 5 ft., one target. Make a Strength (Athletics) check


Limited Telepathy [pseudodragon] 2
contested by the target’s Dexterity (Acrobatics) or Strength (Athlet-
ics) (target’s choice). On a success, the target is grappled (escape DC Mimicry [raven] 2
equals 8 + the assistant’s Athletics skill modifier). Powerful Build [goliath] 1
Slippery [kuo-toa] 1
Spider Climb [spider] 2
In its base form, your assistant has the above
Sure-Footed [goat] 2
statistics, four limbs, and a head. You have a
Water Breathing [sea horse] 0
number of crafting points equal to your artificer
Web Sense + Web Walker [spider] 1
level plus twice your Intelligence modifier with
which you can modify your assistant during its *An assistant wearing armour with which it is not proficient
can’t act as a conduit for your touch spells.
creation (see table).
**Maximum speed can be no greater than double the initial speed, e.g.
Healing. Unlike other constructs, your assistant flying/walking/swimming maxes at 60 ft., burrowing at 30 ft.
***Requires speech.
can be healed by healing magic. If it has died
The creatures in [brackets] indicate references for specific features.
within the last hour, you can use your surgeon’s
tools as an action to revive it, provided you are Expendable Friend. At the end of a long rest, you
within 5 feet of it and you expend a spell slot of can create a new bespoke assistant if you have
1st level or higher. The assistant returns to life your surgeon’s tools with you. If you already have
after 1 minute with all its hit points restored. a bespoke assistant from this feature, the first
one immediately perishes.
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Humperdink’s Wares - Artificer Biosmith Version 1.0

Hands On. When you cast a spell with a range Biomechanical Meld
of touch, your assistant can simultaneously You’ve done it: fabric and flesh, fused. When
deliver the spell against a different target it can you create a bespoke assistant you can fuse one
see, requiring only somatic components. Your item into its body. The item cannot be forcibly
assistant must be within 100 feet of you, and it removed from the assistant, though it can be
must use its reaction to deliver the spell when damaged.
you cast it. If the spell requires an attack roll or
saving throw, you use your attack modifier for Fusing armour or weapons to your assistant
the roll, or your spellcasting save DC. does not grant it proficiency with those items,
nor grant it the attack action. If the item
You may use this feature to cast levelled spells
requires attunement, the assistant shares your
(non-cantrips) a number of times equal to your
attunement slots. The number of items you may
Intelligence modifier, but can do so no more
fuse to the assistant increases to 2 at 14th level,
than once a turn. You regain all expended uses
and 3 at 18th level.
when you finish a long rest.
As long as your assistant is within 100 feet of
you, any spell you cast with a range of self can be
Endocrine
cast on either yourself or your assistant. Overstimulation
Modular Upgrades From 15th level, as an action, you can
telepathically trigger a hidden internal switch
Starting at 5th level you can upgrade your within your assistant, causing an irreversible
assistant with more exotic organs. Whenever you cascade of physiological events and bringing
create a new bespoke assistant, you may choose about the following changes:
one action from the list below. The action has
a recharge of 6*, and your assistant’s save DC • It immediately grows to size Large
equals 8 + half your artificer level. • Its weight by a factor of 8 per size category
increased.
• Compelling Plumage. Range: Self (15-foot
cone). Each creature in the area that can see • Its Strength score increases to 22 if not
the assistant must make a Wisdom saving already higher.
throw. On a failure it has disadvantage on • It gains proficiency in Athletics.
attack rolls against creatures other than the • Its current and maximum hit points increase
assistant for the next minute. An affected by ten times your artificer level.
creature can repeat the saving throw at the
• It can attack and gains a melee weapon attack
end of each of its turns ending the effect on a
with a 5-foot reach that deals bludgeoning,
success.
piercing, or slashing damage (your choice)
• Phosphoburst. Range: Self (10-foot radius). Your equal to 2d8 plus its Strength modifier,
assistant’s skin flashes like lightning. Each with an attack roll modifier equal to your
creature within 10 feet of the assistant must
proficiency bonus plus its Strength modifier.
make a Constitution saving throw or be
blinded until the end of your assistant’s next • It gains the Multiattack action, with 2 attacks.
turn. After 1 minute, your assistant drops to 0 hit
• Web. Range: 30 feet; one target it can see. The tar- points and melts away into a pool of slush. It
get must succeed on a Strength saving throw cannot be revived by any means short of a wish
or become restrained by webbing for the next spell. You may use this feature once per long rest.
minute. As an action, a creature can make a
Strength check against your Assistant’s DC, Design by Humperdink’s Wares © HW4. “Biosmith” is unofficial Fan Content permitted
under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
ripping the webbing on a success. used (the first-page art) are property of Wizards of the Coast and © Wizards of the Coast LLC.

* (roll a d6 at the start of each turn, on a 6, the action is available again).


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