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Biologist

An Artificer Subclass

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credits
Writer: Subclass conceptualized and created by
Quinn The GM (@QuinnTheGM)

Layout: David Barrentine (@DavidBarrentine)

legal information
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Biologist: An biologist spells
Artificer Spells
Level
Artificer Subclass
All Artificers possess a deep connection to
3rd
5th
beast bond, goodberry
alter self, animal messenger
science, though their areas of specialization can
vary wildly. Luckily for the world at large, some of 9th life transference, plant growth
these magical inventors study the natural world, 13th faithful hound, freedom of movement
and every creature’s place in it. These Artificers 17th antilife shell, awaken
are known as Biologists, and they spend their days
researching plants, natural life, and all types of
creatures. The knowledge they gain from this study survival adaptations
can do wonders, and they are invaluable assets
At 3rd level, you begin to mimic the survival
while both studying and engaging in combat.
tactics of a variety of creatures you’ve observed
In battle, the Biologist can use their knowledge
in your study. Your movement is not affected by
and connection to the natural world to maneuver
naturally occurring difficult terrain, such as thick
swiftly around foes while using their knowledge
underbrush or jagged rocks.
of living beings to recognize and adapt to their
Your intense study also allows you to observe
tactics.
an opponent’s patterns in battle and use them to
your advantage. The first time a creature damages
biologist features you in combat, you may choose to use this feature.
If you do so, you gain one of the following benefits
Artificer Feature
for one minute or until you are incapacitated.
Level
3rd Beast Scholar, Biologist Spells, • Whenever the creature that damaged you forces
Survival Adaptations you to make a saving throw, you may add 1d4
5th In Any Ecosystem to the roll.
9th Corrosive Oil • The first time the creature that activated this
feature attempts to hit you with an attack
15th Symbiosis roll each turn, you may roll 1d4 and add it to
your armor class for solely the first attack.
• The first time you make an attack roll each turn
beast scholar against the creature that damaged you, you
When you take this subclass at 3rd level, may roll 1d4 and add it to either the attack
your study of life in all its forms has given you a roll or the damage roll.
particular skillset. You gain proficiency with the
Nature and Survival skills if you don’t already You may use this ability a number of times
have it. You pruriency bonus is doubled in one or equal to your proficiency bonus, and you regain all
both of the above skills if you already possess it expended uses when you finish a long rest.
when you choose this archetype. Additionally, you
can cast speak with animals once per day without
expending a spell slot.
in any ecosystem
Starting at 5th level, your magical study has
granted you the ability to thrive is a wide variety of
biologist spells environments. At the end of a long rest, you gain
You always have certain spells prepared after one of the following benefits. This benefit lasts
you reach particular levels in this class, as shown until you begin your next long rest
by the Biologist Spells table. These spells count
as artificer spells for you, but they do not count • You tap into the psionic abilities of aberrations
against the number of artificer spells you prepare. and gemstone dragons. You gain a flying
speed equal to half of your walking speed and
can hover.

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• You have studied the many
monstrosities and elementals
that lurk beneath the deep.
You gain a swimming speed
equal to your movement speed,
in addition to the ability to
breathe underwater
• The resilience of fiends protects
you. You gain resistance to fire
damage and the travel pace of
you and your companions is
unaffected by extreme heat.
• You have adapted to the
tundra, similarly to the
many beasts of the arctic.
You gain resistance to cold
damage and the travel pace of
you and your companions is
unaffected by extreme cold.

corrosive oil
Beginning at 9th level,
you gain the ability to create
substances meant to hurt and
repel various types of organisms.
When you finish a long rest choose a
creature type. You create a magical weapon
oil that can be applied to one melee weapon
or ten pieces of ammunition. When a weapon
slathered in this oil strikes a creature of the
chosen type, that creature takes an extra 1d8
damage of the weapon’s type. This oil can be
applied to a weapon as a bonus action, and
once it is applied it lasts for 10 minutes.

symbiosis
At 15th level, your study of plants, creatures,
and environments has created a magical, symbiotic
relationship between yourself and the natural
world. You can take advantage of this in many
places, such as lush forests, stormy seas, or
dark caves. Whenever you are within 15 feet of
plant matter, you have half cover. Whenever you
completely submerged in water, you cannot be
grappled or restrained. Whenever you are in dim
light or darkness, creatures have disadvantage on
attack rolls against you unless they are within 5
feet of you. This benefit is not negated by an enemy
having darkvision.
Additionally, you may select two benefits from
In Any Ecosystem when completing a long rest,
rather than one.

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