You are on page 1of 4

Artificer Specialist

Biologist (v1.2)
Unable to accept the natural imperfections of flesh, the
biologist casts aside both conscience and principles to bring
about a higher form of life—regardless of the cost or legality of
their ambitions.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain
proficiency with alchemist's supplies. If you already have this
proficiency, you gain proficiency with one other type of
artisan’s tools of your choice.
Biologist Spells
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Biologist Spells table. These spells count as artificer spells for
you, but they don’t count against the number of artificer spells
you prepare.
Biologist Spells
Artificer Level Spell
3rd bane, bless
5th barkskin, ray of enfeeblement
9th bestow curse, remove curse
13th elemental bane, stoneskin
17th dispel evil and good, skill empowerment

Biological Formulae
Beginning at 3rd level, you learn two biological formulae of
your choice—the products of numerous hours spent
experimenting in your downtime. These formulae mutate the
body in brief but significant ways, helping or hindering certain
actions and biological functions depending on their chemical
composition. A formula's composition is volatile and must be
injected into the bloodstream to take effect (see below). Your
formula options are detailed at the end of this specialist
description. You gain an additional formula at 5th level, 9th On a
level, and 15th level. the fo
Additionally, when you gain a new biological formula, you numb
can choose one of the formulae you already know and replace unles
it with a new formula. up to
at any
Field Testing enhan
At 3rd level, you begin to utilise a number of biological Effec
formulae of your own design in the field. As an action, you can A syr
make a ranged or finesse melee attack against yourself or a any fe
creature within range with a syringe containing one formula as the
of your choice, which you declare when you make the attack. You
You are proficient with these attacks. A ranged syringe attack modi
requires a means of propelling the syringe, such as a conte
crossbow or specialised firearm. You do not need to make an empty
attack roll against a willing or unconscious creature within does
melee range, and any creature immune to non-magical scatte
piercing damage is unaffected as the syringe fails to penetrate As a b
their form. Syringe attack rolls you make against yourself and r
cannot miss.
1
Test Subjects Defect. The creature loses resistance to one of the
Also at 3rd level, you have established a close circle of following damage types of your choice: acid, cold, fire, force,
associates who are willing—perhaps hesitantly—to submit to lightning, necrotic, poison, psychic, radiant, or thunder. If the
your experiments. Upon finishing a short or long rest, you can creature has immunity to the chosen damage type, this
select a number of present and willing creatures equal to 3 + formula has no effect. At 9th level, if the creature has
your Intelligence modifier to designate as your test subjects. immunity to the chosen damage type, the immunity is reduced
When you deliver a syringe at range to one of your test to a resistance.
subjects, the attack is treated as an automatic hit unless the
test subject creature decides otherwise.
Scientific Efficiency
Starting at 5th level, you learn to apply your experiments more
efficiently in the heat of battle. You can attack twice with a
weapon, rather than once, whenever you take the Attack
action on your turn. You can replace one of these attacks with Awa
a syringe attack against a creature within range. Alternatively,   En
you can take a moment longer to aim, ensuring that your (Perc
formula finds its mark. If you use an action to make a syringe creatu
attack against a creature and make no other attack that turn, modi
you gain advantage on your attack roll. De
(Perc
Evolution creatu
Starting at 9th level, your formulae become more potent. modi
Creatures can be affected by one additional enhancement and
one additional defect at any time, to a maximum of two each Com
per creature. Additionally, all formulae receive improvements,   En
as described in their entries. on an
You also reinforce your syringes, making them sharper and has g
more durable. Your syringes now affect creatures immune to level,
non-magical piercing damage, and are not destroyed upon roll o
missing a ranged attack, allowing you to recover and reuse De
them (with their location determined by the DM). attack
disad
Controlled Experiment disad
At 15th level, you learn to craft the perfect conditions for your creatu
experiments. As an action, you can expend any number of befor
remaining syringes to immediately make syringe attacks
against any creature(s) of your choice within range up to your Con
expended uses. You may expend multiple uses against a single   En
creature, for example to apply two enhancements or two on an
defects at once, but this does not allow you to exceed the it has
maximum number of active enhancements or defects on that level,
creature. Each expended use requires its own attack roll, throw
unless a creature has been designated as a test subject. De
savin
Formulae disad
These formulae are presented in alphabetical order. disad
creatu
Adaptability befor
  Enhancement. The creature gains resistance to one of the Elu
following damage types of your choice: acid, cold, fire, force,   En
lightning, necrotic, poison, psychic, radiant, or thunder. If the
creature already has resistance to the chosen damage type, (Stea
this formula has no effect. At 9th level, if the creature already modi
has resistance to the chosen damage type, it instead gains De
immunity to that damage type. (Stea
Intell
For
  En
Class
2
Growth Subclass by Gentlepanda (u/TheExodude)
  Enhancement. The creature gains an extra appendage,
which takes a fleshy form resembling one one-handed simple
weapon of your choice, sharing its damage die, type, and
properties (excluding thrown and versatile). As a bonus action
on its turn, the creature can make an attack with the
appendage, treating it as an ordinary weapon of that type.
Starting at 9th level, the appendage's damage die increases by
one size and becomes magical.
Defect. The creature gains an uncooperative extra
appendage. Whenever the creature makes an attack for the
first time on its turn, it must make a Dexterity saving throw
immediately afterwards, falling prone on a failure. Starting at
9th level, it has disadvantage on this saving throw.
Mobility
  Enhancement. The creature’s movement speed increases
by 10 feet. This bonus increases to 15 feet at 9th level.
Defect. The creature’s movement speed decreases by 10
feet. This penalty increases to 15 feet at 9th level.
Readiness
  Enhancement. The creature adds your Intelligence
modifier to its initiative rolls. This bonus increases to twice
your Intelligence modifier at 9th level.
Defect. The creature subtracts your Intelligence modifier
from its initiative rolls. This penalty increases to twice your
Intelligence modifier at 9th level.
Regeneration
  Enhancement. The creature gains temporary hit points
equal to your artificer level at the start of each of its turns.
Starting at 9th level, it adds your Intelligence modifier to this
amount.
Defect. The creature suffers necrotic damage equal to half
your artificer level, rounded down, at the start of each of its
turns. At the end of each of its turns, it can make a
Constitution saving throw, ending the formula on a success.
Starting at 9th level, it has disadvantage on this saving throw.
Violence
  Enhancement. When the creature reduces another
creature to 0 hit points with an attack on its turn, the creature
can take a bonus action to move up to half its speed and make
a melee attack. At 9th level, the creature can move up to its full
speed.
Defect. When the creature reduces another creature to 0
hit points with an attack on its turn, the creature's target can
roll a d6. On a 4-6, the target withstands the attack, leaving it
with 1 hit point. Once a creature has withstood an attack in
this way, the formula fades. At 9th level, the target withstands
the attack on a roll of 2-6.

Art Credit
Page 1: "Willah the Artificer" by Josh Atack
Page 2: "Artwork 5 for RPG Pathfinder: Horror Adventures"
  by Riccardo Rullo
3
 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like