Biologist Bomber - an Artificer Specialization

by Groggen2

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Biologist Bomber

A Biologist Bomber studies flora and fauna in order to incorporate their findings in cunning contraptions, daring devices, and impressive implements of destruction. The path to be called a true Biologist Bomber requires a keen mind, patience in spades, and, way too often, a strong resistance to harmful substances and thorns. A steady hand is also a must for both the alchemy and smithing they do, while glassblowing is often considered to be required for being a truly independent Biologist Bomber.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with your choice of alchemist's supplies or smith's tools. If you already have both these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Biologist Bomber Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biologist Bomber Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer level Spell
3rd jump, feather fall
5th enhance ability, spider climb
9th conjure barrage, plant growth
13th giant insect, grasping vine
17th cloudkill, hold monster

Vials of Destruction

At 3rd level, you draw inspiration from fearsome fauna, inventive insects, and exploding elementals, using your alchemical knowledge to concoct bombs with devastating effects. As an action, you can create 4 bombs. Creating a bomb requires you to have alchemist's supplies on your person, and any bomb you create with this feature retains its potency until it is used or 1 hour has passed.

Once you create these bombs, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher.

When you create the bombs, you determine their appearance and size, although they must fit in your hand. You also decide which type it is individually, choosing from the options on the Bomb Effects table.

On each of your turns, you can take a bonus action to toss a bomb at a point you can see on the ground within 30 feet of you. Bombs that require a saving throw use your spell save DC.

Bomb Effects

   Burning Bumbleweed. Creates a 5-foot-radius sphere of smoke centered on the impact point, making that area heavily obscured until the start of your next turn. Wind of moderate or greater speed (at least 10 miles per hour) disperses it immediately.

Elemental Bomb. Explodes on impact. Each creature in a 5-foot radius must succeed on a Dexterity saving throw or take 1d10 damage. You choose acid, fire, lightning, or poison, as the damage type when you create the bomb.

Invigorating Spores. Airborne spores rejuvenate any who breathe them in. Each creature in a 5-foot radius regains 1 hit point. These spores have no effect on undead or constructs.

Nauseating Fungi. Spores are quickly expelled on impact. Each creature in a 5-foot radius must succeed on a Constitution saving throw or deal only half damage with weapon attacks until the end of their next turn.

Psychedelic Herbs. Subject creatures to a brief, but mind-warping haze. Each creature in a 5-foot radius must succeed on a Wisdom saving throw or have disadvantage on attacks they make until the end of their next turn.

Mechanical Glider

Also at 3rd level, you learn how to combine your knowledge of flying creatures and your mechanical know-how to create a powered glider. Whether you stand on it or hang below it, the glider can only be operated by you, and cannot carry passengers or items not on you. It has a flying speed of 20 feet, and can never be higher above the ground than its speed. You can use a bonus action to double its speed until the end of the turn, but only if you didn't use this bonus action on your previous turn. At the end of the turn, if the glider has a higher altitude than its speed, it will safely descend to a height equal to its current speed.

You can use 1 minute to either fold it up and carry it like a backpack, or unfold it. You can repair it or make a new one using 1 hour during a long or short rest, provided you have smith's tools available.

The Higher Ground

Starting at 5th level, you can rain death and destruction down on your foes. Once per turn, when you deal damage to one or more creatures from a higher elevation, you can add your Intelligence modifier to the damage dealt to one creature.

Improved Designs

When you reach 9th level, you improve the designs for your bombs and your glider. The area for each of your bombs increases to a 10-foot radius, and your glider's speed becomes 30 feet.

Strengthened Glider

At 15th level, you improve your glider further. Its speed becomes 40 feet, and while using it, you have half-cover against creatures on a lower elevation than you.


Credits
  • Created by redditor groggen2
  • Thanks to everyone on the 'Discord of Many Things' who helped me along the way.
  • Template provided by GMBinder
  • Art created by Jason Juta
  • PDF version
  • This is version 1 (2022-03-28)


Artificer Infusions

Additional Bomb Recipes

Prerequisite: 6th level

Using this infusion, you can replicate more complicated effects with your bombs. You can learn this infusion multiple times; each time you do so, you learn 2 of the recipes below.

Instant Ice. On impact, two liquids mix to form a clump of ice on the ground. Each creature touching the ground in a 5-foot radius must succeed on a Dexterity saving throw or become stuck in it, reducing their speed to 0. This effect lasts until the start of your next turn or until a trapped creature uses half of their movement to break free.

Mandrakian Shrieks. Impact causes the bomb to break, emitting a high-pitched sound in a 5-foot radius until the start of your next turn. A creature in the area attempting to cast a spell with verbal components must make a Constitution saving throw. If it fails, its spell fails and has no effect.

Trapped Light. Releases a flash of light on impact. Each creature in a 5-foot radius must succeed on a Constitution saving throw or be blinded until the end of the turn.

Volatile Mix. Each creature in a 5-foot radius is sprayed with a highly volatile substance. If the creature takes fire or lightning damage before the substance evaporates at the start of your next turn, it must succeed on a Wisdom saving throw to withstand the shock of being lit on fire. If it fails, it must use its reaction to move its movement speed in a random direction if able. This will not make the creature move into areas that are reasonably more dangerous than the fire (like off a cliff).

Bomb Delivery System

Prerequisite: 6th level

You install a small sling shot, trebuchet, or similar on your glider. When you use this contraption to fire your bombs, their range is increased to 60 feet.

Additionally, when you expend a spell slot of 1st level or higher to concoct bombs while on your glider, you can fire a number of bombs up to half your proficiency bonus as part of the same action.

Bomb Modifications

Prerequisite: 6th level

Using this infusion, you can modify your bombs in the following ways.

Remote Trigger Modification. You can plant a bomb on the ground or other suitable location as an action, and trigger it with an action as long as you're within 60 feet of it. The bombs can also be hidden using a Dexterity (Stealth) check.

Stealth Modification. Tossing a bomb doesn't reveal your position if you are hidden from creatures in its area of effect.

Magnetic Bindings

Prerequisites: A coat or similar, or footwear

You install a safety measure on your glider. You can't fall or be knocked off your glider, even if unconscious. You can turn this effect on or off as an item interaction.

Razor-Sharp Edge

Prerequisite: Glider

Your glider's edge counts as a simple melee weapon with which you are proficient, and it deals 1d12 slashing damage. You can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.



 

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