Bioarchitect Class

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The Bioarchitect v1

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Bioarchitect
A man travels through a forest with a snarling and bestial
companion, wide teeth and claws able to tear through the
bandits that tried to rob them into ribbons with a single
swipe.
A woman finishes her seals and rituals, and is greeted by
an impish creature that calls it her partner in devilish deeds.
A scared adventurer is found by a glowing celestial beast,
accompaining it on the adventurer's quest to keep each other
safe.
Bioarchitects are those that either create or align
themselves with creatures of varying types and origins, using
techniques lost to history to not only evolve their creation into
a higher being, but to also evolve themselves the same way.
Evolving Origins
Most who follow this path find the ancient texts and
techniques of Life Grafters in the Lost Isles, a huge collection
of islands or small continents that are largely undiscovered in
the world of Aaroda. These techniques are what lead to the
creation of some of the world's most famous creatures and
monsters of Aaroda such as the odd yet deadly Owlbear, the
acidic Black Pudding, and even some records that the mighty
and terrifying Tarrasque was created in this process.
Thankfully, however, the process to make such a monstrous
creature has been lost. These early Bioarchitects would take
traits and abilities found in other creatures and beasts and
put them in their new creations to make them a higher
evolved being.
Man and his Creation
Bioarchitects build a unique connection their creations, being
able to see themselves grow with their creations. This can
take different forms depending on how the Bioarchitect
wishes to create their companion. The evolution of the
Bioarchitect made sure that people never underestimate the Class Features
creator and think they hide behind their creation. As a bioarchitect, you gain the following class features
Creating a Bioarchitect Hit Points
When creating a bioarchitect character, spend a bit of time Hit Dice: 1d8 per bioarchitect level
thinking about the nature of your creation. What has lead you Hit Points at 1st Level: 8
to make your creation? What creature type have you used for Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
the base of your new life, and did you intially create the modifier per bioarchitect level after 1st
creature or were you gifted it by a third party? Additionally, Proficiencies
decide the traits and abilities you'd wish your creation to Armor: Light armor, medium armor, shields
have, combining both the enhancements feature and creature Weapons: Simple weapons, martial weapons
type subclass features to build the companion you want. Tools: Alchemist’s supplies
Quick Build Saving Throws: Intelligence, Charisma
You can make a Bioarchitect quickly by following these Skills: Choose two from Animal Handling, Arcana, History,
suggestions. First, put your highest ability score in Insight, Intimidation, Medicine, Nature, Perception,
Intelligence, to increase your various abilities and Performance,
and Persuasion
bioarchitect save DC. Your next highest score should be Equipment
Strength or Dexterity, depending on whether you want to
focus on melee weapons or archery (or finesse weapons). You start with the following equipment, in addition to the
Second, choose the Sage background from the Player's equipment granted by your background:
Handbook. (a) scale mail or (b) leather armor
(a) two shortswords or (b) two simple weapons
a light crossbow and 20 bolts
alchemist’s supplies and an explorer’s pack

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Bioarchitect
Proficiency Enhancements
Level Bonus Features Known
Creation, Creation Type,
1st +2 —
Expertise
Fighting Style, Creator's
2nd +2 —
Eye
3rd +2 Creation Enhancements 2
Ability Score
4th +2 2
Improvement
5th +3 Extra Attack 2
Magical Strikes,
6th +3 3
Creation Type Feature
Expertise, Protective
7th +3 3
Instincts
Ability Score
8th +3 3
Improvement
Flask of Healing, In
9th +4 4
Tandem
10th +4 Creation Type Feature 4
11th +4 Synthetic Warding 4
Ability Score
12th +4 4
Improvement
13th +5 Mythical Enhancement 5
14th +5 Creation Type Feature 5
15th +5 Adaptation of the Maker 5
Ability Score
16th +5 5
Improvement
17th +6 Creation Type Feature 6
Mythical Enhancement
18th +6 (2 uses), Maker's 6
Motivation
Ability Score
19th +6 6
Improvement
20th +6 Life Beyond Death 6

Multiclassing
Prerequisites. The prerequisite for multiclassing
as a
bioarchitect is an Intelligence score of 13.
Proficiencies. When you multiclass into
bioarchitect,
you gain proficiency in light armour,
medium
armour, shields, simple weapons, and
martial
weapons.

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Creation
1st level
At 1st level, you achieve your scientific marvel by creating
new life. You can create a companion as your Creation. It is
friendly to you and your allies, and it obeys your commands.
You determine the companion's appearance; your choice has
no effect on its game statistics. You also choose it's size of
Medium or Small. The Creation's creature type, abilities, and
stat block are based on the Creation Type you also choose at
this level.
When in combat, the creation shares your initiative count,
but it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you). If you don’t
issue any, it takes the Dodge action and uses its move to avoid
danger.
Your Creation has an amount of hit die equal to your level
in this class. Your Creation's Hit Dice are dependent on your
chosen Creation Type. When it is reduced to 0 hit points, it
makes death saving throws as a player character would. Your
Creation's challenge rating is equal to your bioarchitect level
and it's proficiency bonus is equal to yours.
Whenever you gain the Ability Score Improvement feature
from this class, your Creation's abilities also improve. It can
increase one ability score of your choice by 2, or it can
increase two ability scores of your choice by 1. Your Creation
can't increase an ability score above 20 using this feature
unless its description specifies otherwise.
The Creation remains until it is reduced to 0 hit points, If it
dies it leaves behind anything it was wearing or carrying
along with a vial of its blood that you instantly have in your
possession. You can use this blood vial and 300 gold pieces in
a ritual over the course of 1 hour to return your Creation
back with all its hit points.
Creation Type Fighting Style
1st level 2nd level
Also at 1st level, you determine the nature of your creation At 2nd level, you adopt a particular style of fighting as your
by a creation type of your choice: Celestial, Fiend, specialty. Choose one of the following options.
Monstrosity, or Ooze, which is detailed at the end of the class You can’t take a Fighting Style option more than once, even
description. Your choice grants you features at 1st level and if you later get to choose again.
again at 6th, 10th, 14th and 17th level. Archery. You gain a +2 bonus to attack rolls you make with
ranged weapons.
Expertise Defense. While you are wearing armor, you gain a +1
1st level bonus to AC.
Also at 1st level, choose two of your skill proficiencies, or Dueling. When you are wielding a melee weapon in one
one of your skill proficiencies and your proficiency with hand and no other weapons, you gain a +2 bonus to damage
alchemist supplies. Your proficiency bonus is doubled for any rolls with that weapon.
ability check you make that uses either of the chosen Protection. When a creature you can see attacks a target
proficiencies. other than you that is within 5 feet of you, you can use your
At 7th level, you can choose two more of your proficiencies reaction to impose disadvantage on the attack roll. You must
(in skills or with alchemist supplies) to gain this benefit. be wielding a shield.
Creator's Eye
2nd level
Also at 2nd level, you can take an action to determine the
creature type of a single creature within 30 feet of you. If it is
the same type as your chosen Creation Type at 1st level, you
and your Creation have advantage on your next attack against
the creature. You can use this ability an amount of times
equal to your proficiency bonus per long rest.

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Ability Score Improvement


4th level
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Using the optional feats rule, you can forgo taking this
feature to take a feat of your choice instead.
Extra Attack
5th level
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Magical Strikes
6th level
Starting at 6th level, your Creation's attacks count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Protective Instincts
7th level
At 7th level, your Creation can more directly protect you
and your allies. When an allied creature takes damage within
15 feet of your Creation, you can use your reaction or the
Creation's reaction to have it to protect the creature, reducing
the damage by a 2d10 + half your bioarchitect level, having
the Creation take the damage instead. Once you use this
feature, you must finish a short or long rest before you can
use it again.
Flask of Healing
9th level
At 9th level, you can use your life giving abilities to give
your allies a jolt of health. Whenever you finish a long rest,
Creation Enhancements you can create a flask of healing and can give this flask to a
3rd level creature as a bonus action. When a creature uses this flask
as a bonus action, they gain 2d8 + half your bioarchitect level.
At 3rd level, you cause your creation to gain new abilities You can only create 1 flask at a time. Creating a flask of
through the power of genetic editing. You gain two creation healing requires you to have alchemist’s supplies on your
enhancements of your choice. Your enhancement options are person, and any flask you create with this feature lasts until it
detailed at the end of the class description. When you gain is used or until the end of your next long rest.
certain creator levels, you gain additional enhancements of Starting at 13th level, you can create 2 flasks at the end of a
your choice, as shown in the Enhancements Known column long rest.
of the Creator table.
Additionally, when you gain a level in this class, you can In Tandem
choose one of the enhancements you know and replace it
with another enhancement that you could learn at that level. 9th level
If a creation enhancement has prerequisites, you must Also at 9th level, when attacking your foes you and your
meet them to learn it. You can learn the enhancement at the Creation are in tune with each other. When you make an
same time that you meet its prerequisites. A level Attack action, your Creation can gain an additional 1d6
prerequisite refers to your level in this class. If an damage to their next attack. This increases to 2d6 when you
enhancement as a saving throw, the DC is equal to 8 + your reach 15th level of this class. You can use this ability an
Intelligence modifier + your proficiency bonus amount of times equal to your proficiency bonus per long
rest.

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Synthetic Warding
11th level
As a reaction when you or your Creation takes damage, the
target has resistance to that damage and all other damage.
Also, each time you or the Creation takes damage, the other
takes the same amount of damage. This lasts for 1 minute or
until you or the Creation drops to 0 hit points. Once you use
this ability, you can’t do so again until you finish a long rest.
Mythical Enhancement
13th level
At 13th level, you are able to embue your Creation with a
Mythical Enhancement. These are special enhancements
that envoke the powers of legendary beasts and creatures.
You can choose 1 of the listed choices below, and when you
take a level in this class you can choose to change your
choice.
Once you use this feature, you must finish a long rest
before you can use it again. Starting at 18th level, you can use
it twice before a long rest, but only once on the same turn.
Adaptation of the Maker
15th level
At 15th level, you start to take inspiration from your own
Creation and emulate their power to be as strong as it. You
can use apply one of the Creation's Enhancements from your
list of known Enhancements. When you finish a long rest you
can switch your choice with a different one that your Creation
knows.
Maker's Motivation
18th level
At 18th level, you're to fluidly move in motion with your
Creation. You can use your bonus action to have your
Creation make an action. If it takes the Attack action, it can
only take one attack in this action
Life Beyond Death
20th level
At 20th level, you and your Creation are able to not only
achieve the ability to create new life, but to cheat death as
well, taking inspiration from Upper Planes beings such as
Devas, Couatls, or Unicorns. When you or your Creation drop
to 0 hit points, you or your Creation can as a reaction roll an
amount of d10s equal to or lower than your proficiency
bonus. You or your Creation take an amount of necrotic
damage equal to the rolled amount and transfer that damage
into hit points for the other. Once you use this feature, you
must finish a long rest before you can use it again.

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Creation Types
Celestial
You have a being of pure energy and light as your traveling
companion. Whether you create new life off the base of holy
energy or was gifted knowledge by a heavenly being, you and
your creation travel to protect and heal, and branding evil
with blinding light.
Celestial Creation
At 1st level, you make your creation in the style of angelic
creatures that call the Upper Planes home such as Devas and
Planetar. See the stat block below for your Celestial Creation
and the Creation feature also at this level for how your
creation acts in and out of combat.

Celestial Creation
Medium or Small Celestial, Unaligned

Armor Class 13 + proficiency bonus


Hit Points equal the creation’s Constitution modifier
+ your Intelligence modifier + five times your
bioarchitect level (the creation has a number of
Hit Dice [d8s] equal to your bioarchitect level)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 14 (+2) 10 (+0) 15 (+2) 13 (+1)

Saving Throws Con +2 plus PB, Wis +2 plus PB


Skills Medicine +2 plus PB, Religion +2 plus PB
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak,
Celestial

Light of the Heavens (3/Long Rest). As a bonus


action, your creation can choose a creature within
30 feet of it to make a Charisma saving throw
against your bioarchitect DC. On a failure, the target
emits bright light in a 10-foot radius and dim light
15 feet beyond that and has disadvantage on attack
rolls for 1 minute. An attacker that can’t be blinded
is immune to this feature.
Evolved Creation. The damage of this creation's
Angelic Strike attack increases to 2d8 + PB radiant
Healing Nature
damage at 9th level Also at 1st level, you are able to use the Celestial nature of
your creation to channel healing energy. You and your
Actions creation has a pool of hit points equal to five times your
Angelic Strike Melee Spell Attack: Creation's Wisdom bioarchitect level. As a bonus action, you or your creation can
+ PB to hit, reach 5 ft., one target. Hit: 1d8 + PB expend an amount from this pool up to a maximum equal to
radiant damage. twice your Intelligence modifier.
Your pool regains all expended points when you finish a
long rest.

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Strikes of Radiance
At 6th level, you and your creation's attacks are emboldened
by the power of the gods. Once per your turn or your
creation's turn, you can add 2d8 radiant damage to the
damage roll. This damage increases to 3d8 if made against a
Fiend or Undead creature.
This ability can be used an amount of times equal to half
your proficiency bonus (rounded up) per long rest.
Celestial Resistance
At 10th level, you and your creation are accustomed to the
energy you frequently use. You and your creation gain
resistance to radiant damage.
Hands of Blessing
At 14th level, your strikes briefly turn to transparent healing
hands for allies. You or your creation can make a single
attack against an ally creature, healing an amount of hit
points equal to the damage rolled.
You can use this ability an amount of times equal to your
proficiency bonus per long rest.
Blessed Form
At 17th level, the energy you use to form your creation causes
it to become a heavenly avatar. As a bonus action on it's turn,
the creation can transform and gain the following benefits:
• The creation gains temporary hit points equal to your
Intelligence modifier + your proficiency bonus.
• The creation emits bright light in a 20-foot radius and dim
light 15 feet beyond that. When a creature is within the bright
light radius, it can use it's bonus action to give it disadvantage
on it's next attack roll, ability check, or saving throw. A
creature that can’t be blinded is immune to this feature.
• Your creation can heal an amount of hit points equal to
half your bioarchitect level to a creature within 30 feet of it as
an action. This can used an amount of times equal to your
proficiency bonus per use of this ability.
• Your creation can end this feature early, when they do
they force an amount of creatures equal to your Intelligence
modifier with 30 feet of it to make a Dexterity saving throw,
taking 8d8 radiant damage and blinding them until the end of
the creation's turn on a failure, half as much damage and no
blinding on a success.
Unless ended early, this form lasts for 1 minute or when
the creation is knocked unconcious.

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Fiend Spellcasting
Your creation embodies the energy and nature of the twisted, At 1st level, your forming of the fiendish creation imbues you
fire ladened lands of the Nine Hells. Taking inspiration from with magical abilities. See Spells Rules for the general rules
creatures such as Imps, Rakshasa, or Horned Devils, you of spellcasting and the Spells Listing for the wizard spell list.
create your companion from a hellish ritual or from a less the Cantrips.
You learn two cantrips of your choice from the
trustworthy deal with a Lord of Hell for forbidden knowledge. wizard spell list. You learn an additional wizard cantrip of
With your connection to the Nine Hells established, you use your choice at 10th level.
the energy channeling through your creation as a conduit to Spell Slots.
The Fiendish Spellcasting table shows how
tamper with the arcane and fate itself. many spell slots you have to cast your wizard spells of 1st
level and higher. To cast one of these spells, you must expend
Fiendish Creation a slot of the spell’s level or higher. You regain all expended
spell slots when you finish a long rest.
At 1st level, you make your creation in the likeness of devilish For example, if you know the 1st-level spell shield and have
creatures from the Nine Hells such as Imps and Rakshasa. a 1st-level and a 2nd-level spell slot available, you can cast
See the stat block below for your Fiendish Creation and the shield using either slot.
Creation feature also at this level for how your creation acts Spells Known of 1st-Level and Higher.
You know two
in and out of combat. 1st-level wizard spells of your choice, one of which you must
choose from the conjuration and transmutation spells on the
wizard spell list.
The Spells Known column of the Fiendish Spellcasting
Fiendish Creation table shows when you learn more wizard spells of 1st level or
Medium or Small Fiend, Unaligned higher. Each of these spells must be an conjuration or
transmutation spell of your choice, and must be of a level for
Armor Class 13 + proficiency bonus which you have spell slots. For instance, when you reach 7th
Hit Points equal the creation’s Constitution modifier level in this class, you can learn one new spell of 1st or 2nd
+ your Intelligence modifier + five times your level.
bioarchitect level (the creation has a number of The spells you learn at 8th, 14th, and 20th level can come
Hit Dice [d8s] equal to your bioarchitect level) from any school of magic.
Speed 30 ft. Whenever you gain a level in this class, you can replace one
of the wizard spells you know with another spell of your
choice from the wizard spell list. The new spell must be of a
STR DEX CON INT WIS CHA level for which you have spell slots, and it must be an
8 (-1) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) conjuration or transmutation spell, unless you’re replacing
the spell you gained at 3rd, 8th, 14th, or 20th level from any
Saving Throws Cha +2 plus PB, Dex +2 plus PB school of magic.
Skills Persuasion +2 plus PB, Deception +2 plus PB Spellcasting Ability.
Intelligence is your spellcasting
Senses darkvision 60 ft., passive Perception 10 ability for your wizard spells, learning spells through
Languages understands the languages you speak, knowledge and studying of fiends and how they create magic.
Fiendish, Abyssal You use your Intelligence whenever a spell refers to your
spellcasting ability. In addition, you use your Intelligence
Impish Flame (3/Long Rest). When your or your modifier when setting the saving throw DC for a wizard spell
creation suffers damage, it can use its reaction to you cast and when making an attack roll with one.
deal 2d6 fire damage to the source of the damage if Spell save DC = 8 + your proficiency bonus + your
it is within 30 feet. Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Magical Nature. Your imp acts as a familiar much like Intelligence modifier
the find familiar spell. If it's shape is changed it
retains its stats and abilities from this statblock, and
can perform them if the new form is able to.
Turn of Fate
Evolved Creation. The damage of this creation's At 6th level, you or your creation can use the mystical powers
Fiendish Blast attack increases to 2d6 + PB fire of devilish deals to change fate. When you or your creation
damage at 9th level fall an attack roll or ability check while you are within 30 feet
of each other, you can use your reaction to reroll and take the
Actions new roll. You can do so after seeing the initial roll but before
Fiendish Blast Ranged Spell Attack: Creation's
any of the roll’s effects occur.
Charisma + PB to hit, reach 120 ft., one target. Hit:
Once you use this feature, you can’t use it again until you
1d6 + PB fire damage. finish a short or long rest.

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Fiendish Resistance
At 10th level, you and your creation are accustomed to the
energy you frequently use. You and your creation gain Fiendish Spellcasting
resistance to fire damage.
Cantrips
Spells

Flames of Hell Level Known Known 1st 2nd 3rd 4th


At 14th level, your fires are able to burn as hot as the Nine 1st 2 2 2 — — —
Hells. When you or your creation casts a spell or that deals
fire damage, you can add 1d8 + your Intelligence modifier to 2nd 2 2 2 — — —
the damage roll. This ability can only be used once per your 3rd 2 3 2 — — —
turn or your creation's turn.
4th 2 4 3 — — —
Debts Come Due 5th 2 4 3 1 — —
At 17th level, those who should have fallen prey to your magic 6th 2 4 3 1 — —
can't avoid the debt they owe. When a creature succeeds on a
saving throw against your spells, you can use your reaction to 7th 2 5 4 2 — —
instead choose to have them fail. 8th 2 6 4 2 — —
The first time you use this feature, you suffer no adverse
effect. If you use this feature again before you finish a long 9th 2 6 4 2 — —
rest, you take 3d12 necrotic damage immediately after you 10th 2 7 4 3 — —
use it. Each time you use this feature again before finishing a
long rest, the necrotic damage per spell level increases by 11th 3 8 4 3 1 —
1d12. This damage ignores resistance and immunity. 12th 3 8 4 3 2 —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 1
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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Monstrosity
Taking inspiration from the techniques that made terrifying
beasts such as the mighty Owlbear, you make a monster
against the natural order of the world. These ferocious
creatures are the topics of nightmares and tall tales, roaming
the woods and tall grass to pounce on their prey and make
them their next meal.
Monstrous Creation
At 1st level, you make your creation in the style of terrifying
creatures that go against the natural order such as Basilisks
and Chimera. See the stat block below for your Monstrous
Creation and the Creation feature also at this level for how
your creation acts in and out of combat.

Monstrous Creation
Medium or Small Monstrosity, Unaligned

Armor Class 13 + proficiency bonus


Hit Points equal the creation’s Constitution modifier
+ your Intelligence modifier + six times your
bioarchitect level (the creation has a number of
Hit Dice [d10s] equal to your bioarchitect level)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 13 (+1)

Saving Throws Str +2 plus PB, Con +2 plus PB


Skills Atheletics +2 plus PB, Intimidation +1 plus PB
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak

Bloodlust (3/Long Rest). When the creation makes an


attack against a creation that is below it's hit point
maximum, it can choose to deal an additional
amount of damage equal to your Intelligence
modifier.
Evolved Creation. The damage of this creation's
Savage Strike attack increases to 2d8 + PB piercing,
slashing, or bludgeoning damage at 9th level
Actions
Savage Strike Melee Weapon Attack: Creation's
Strength + PB to hit, reach 5 ft., one target. Hit: 1d8
+ PB piercing, slashing, or bludgeoning damage
(your choice).

Frienzed Swings
Also at 1st level, when you or your creation makes an attack,
you and it can choose to make all attacks on its turn with
advantage. However, attacks against you and the creation also
have advantage.

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Hunting Climb
At 6th level, your creation can't be stopped by even vertical
surfaces. Your creation has a climbing speed equal to it's
movement speed, and can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
Monstrous Resistance
At 10th level, you and your creation are accustomed to the
energy you frequently use. You and your creation gain
resistance to your choice of bludgeoning, piercing, or slashing
damage damage.
Killer Charge
At 14th level, you and your creation charges an enemy with
murderous intent. When you or your creation travels 20 feet
in a straight line and hits with an attack, you or your creation
can add 2d10 bludgeoing, piercing, or slashing damage (your
choice) to the damage roll.
This ability can be used an amount of times equal to your
proficiency bonus per long rest.
Form of the Monster
At 17th level, you or your creation can go in a beastial form to
embrace your creation's monstrous nature. As a bonus action
on you or your creation's turn, you or your creation can go
into a bestial form. This form lasts for 1 minute or until the
user of this form is knocked unconcious. While in this form,
the user gains the following benefits:
• The user gains temporary hit points equal to your
Intelligence modifier + your proficiency bonus.
• The user gains an additional 15 feet of movement to their
total movement speed.
• The user has access to the creation's Bloodlust ability and
Savage Strike attack. Additionally, when they take the Attack
action with the Savage Strike, they can make an additional
attack with this weapon as a bonus action.
• As a bonus action, the user can expend and heal an
amount of Hit Dice equal to your Intelligence modifier as they
quickly patch up their injuries.
Once you use this feature, you can’t use it again until you
finish a long rest.

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Ooze
Your creation is of an unusual nature, created from either the
remenents of a recently defeated ooze or from a freak
experiment of chemistry. These creatures often secreted an
acidic compound to create a mobile lair of acid, melting their
prey and growing in power from consuming stronger and
stronger beings.
Oozing Creation
At 1st level, you make your creation in the style of slimy
creatures that leave a mess everywhere such as Black
Pudding and Gray Ooze. See the stat block below for your
Oozing Creation and the Creation feature also at this level for
how your creation acts in and out of combat.

Oozing Creation
Medium or Small Ooze, Unaligned

Armor Class 13 + proficiency bonus


Hit Points equal the creation’s Constitution modifier
+ your Intelligence modifier + four times your
bioarchitect level (the creation has a number of
Hit Dice [d8s] equal to your bioarchitect level)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 14 (+2) 13 (+1) 12 (+1) 10 (+0)

Saving Throws Con +2 plus PB, Dex +2 plus PB


Skills Perception +1 plus PB, Stealth +2 plus PB
Senses darkvision 30 ft., passive Perception 11 +
PB, blindsight 10 ft.
Languages understands the languages you speak,
Celestial

Oozing Puddle. The area within 10 feet of the


creation is considered difficult terrain for all
creatures except you and allied creatures. This area
increases to 15 feet at 6th level, 20 feet at 10th
level, and 25 feet at 14th level.
Flow of Combat
When a creature within your creation's Oozing Puddle
Amorphous. The creation can move through a space feature makes an attack, your creation can use it's reaction to
as narrow as 1 inch wide without squeezing. give the attack disadvantage to the attack roll.
Evolved Creation. The damage of this creation's This ability can be used an amount of times equal to your
Pseudopod attack increases to 2d8 + PB acid proficiency bonus per long rest.
damage at 9th level
Acidic Land
Actions
At 6th level, when a creature ends its turn within the Oozing
Pseudopod Melee Weapon Attack: Creation's
Dexterity + PB to hit, reach 10 ft., one target. Hit:
Puddle area, they must make a Constitution saving throw
1d8 + PB acid damage.
against your bioarchitect DC. On a failure, they take 1d6 acid
damage, no damage on a success. This damage increases to
2d6 at 14th level.
Oozing Resistance
At 10th level, you and your creation are accustomed to the
energy you frequently use. You and your creation gain
resistance to acid damage damage.

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Oozing Trap Divide and Conquer


At 14th level, your creation can lay a trap for enemies to fall At 17th level, your creation can't be stopped, instead splitting.
prey to. As a bonus action, your creation can expend 3 of it's As a bonus action, your creation can divide into two separate
Hit Dice to leave an Oozing Trap. This trap has an AC of 10 Oozing Creations. When it does this, the creations shrink
and 4 hit points and can be activated remotely from up to 60 down by 1 size, to a minimum of Tiny. Additionally, the divide
feet away as an action, if a creature gets within the same the current health pool of your creation into half. While in
space of the trap, or the trap is reduced to 0 hit points. A this form, your creations have their own action, bonus action,
placed Oozing Trap can be seen with a successful Wisdom and reaction. This feature lasts for 1 minute, or until one of
(Perception) check against your bioarchitect DC. the creations is reduced to 0 hit points. When this feature
When activated, each creature within a 10 ft. radius of the ends and the creations are within 30 feet of each other, they
explosive must succeed a Dexterity saving throw, taking 5d6 will combine back together and return to its original size.
acid damage on a failure and half as much on a success. The
creation can only have one trap placed at a time. This ability
can be used twice per long rest.

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Creation Enhancements
Acidic Spit
Your creation has the ability to melt enemies from a distance.
Your Creation can make a natural ranged attack with a range
of 30 feet. This natural weapon uses the Creation's
Constitution for attack and damage rolls. On a hit, it deals
1d12 acid damage.
Armed and Dangerous
Prerequisites: 6th level, Need a Hand feature
Your creation can wield melee martial weapons that lack
the two-handed or heavy properties. If it has a Strength of 15
or higher, it can wield melee martial weapons with the two-
handed or heavy properties.
Bestial Weapons
Your creation gains a weapon akin to the of a beast. When
you choose this enhancement you pick one of the listed
melee natural weapons the creation can use. If your creation
already has a listed natural weapon from it's Creation Type,
you may pick a different one.
Bite. This weapon deals 1d8 piercing damage and can heal
the creation an amount equal to the damage dealt once per
long rest. This damage increases to 2d8 at 9th level of this
class.
Claw. This weapon deals 1d6 slashing damage and the
creation can make an additional attack in the same attack
action when using this claw once per long rest. This damage
increases to 2d6 at 9th level of this class.
Tail. This weapon deals 1d10 bludgeoning damage and the
range of this weapon is 15 feet. This damage increases to
2d10 at 9th level of this class
Biological Spellcasting
Prerequisites: 13th level, Improved Mental Capacity feature
Your creation learns 1 cantrip from the wizard list it can
cast with it's Intelligence modifier. Additionally, it learns 1 1st
level spell from the wizard list it can cast once per long rest.
Creation of the Air
Prerequisites: 13th level
Your creation now has a flying speed equal to its walking
speed.
Creations Grasp
Prerequisites: 9th level, Slashing Tendrils feature
When your creation hits with an attack using its slashing
tendrils, it can force the target to make a Dexterity saving
throw, being restrained on a failure for 1 minute or until they
succeed at the end of their turn. While the target is restrained
this way, your creation can use it's bonus action to deal
slashing damage equal to 2d6 + your proficiency bonus. It
can use this ability an amount of times equal to your
proficiency bonus per long rest, and once a creature succeeds
against this ability they are immune to it and automatically
succeed for the next 24 hours.

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Elemental Adptation
Prerequisites: 13th level
Your creation gains resistance to your choice of acid, cold,
fire, lightning, or poison damage. This enhancement can be
chosen again for a different option.
Elemental Breath
Prerequisites: 13th level
As an action, the creation can force a number of creatures
in a 20 foot cone or a 30 foot long, 5 foot wide line to make a
Dexterity saving throw, dealing 6d8 acid, cold, fire, lightning,
or poison damage, half as much on a success. This ability can
be used an amount of times equal to half your proficiency
bonus (rounded up) per long rest.
Evasion
Prerequisites: 9th level
When the creation is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Extra Attack
Prerequisites: 6th level
Your Creation can attack twice, instead of once, whenever
it takes the Attack action on it's turn.
Hardened Skin
You give your creation monsterous scales or a thick hide.
Your Creation gains a +1 to it's AC
This bonus increases to +2 at 9th level of this class.
Improved Mental Capacity
Your give your creation the ability of higher thinking. Your
Creation gains an Intelligence score equal to yours (minimum
of 10). Additionally, it can perform the Help action to a
creature within 15 feet of it. It can use this ability an amount
of times equal to your proficiency bonus per long rest.
Keen Abilities
Prerequisites: 6th level
Your creation has advantage in 1 skill it is proficient with.
Land or Sea
Your creation gains a swimming speed or climbing speed
equal to its walking speed. If it picks swimming, it can also
breath underwater. If it chooses climbing, it can hang off of
walls or ceilings when not moving. This enhancement can be
chosen again to gain both. This enhancement can be chosen
again for a different option.

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Life Drain Pack Tactics


Prerequisites: 6th level Prerequisites: 9th level
When your creation hits with an attack, you can expand a The creation has advantage on an attack roll against a
use of this ability and have the creation gain an amount of creature if at least one of the creation's allies is within 5 feet
temporary hit points equal to half of the damage dealt. It can of the creature and the ally isn't incapacitated.
use this ability an amount of times equal to half your
proficiency bonus (rounded up) per long rest. Powered Legs
Maker's Step The Creation has its legs powered up and can move at super
speed. They can use their bonus action to take the Dash
Prerequisites: 9th level action. It can use this ability an amount of times equal to your
As a bonus action on either your turn or your Creation's proficiency bonus per long rest.
turn, you can teleport and switch positions with your creation
if you are both within 30 feet of each other. This ability can be Slashing Tendrils
used an amount of times equal to half your proficiency bonus Your creation has tendrils it uses to swing farther than it's
(rounded up) per long rest. normal reach. Your Creation can make a melee attack with a
Need a Hand range of 10 feet. This natural weapon uses the Creation's
Strength or Dexterity (your choice when choosing this
You give your creation human-like hands to manipulate and enhancement) for attack and damage rolls, and deals 1d8
interact with. Your Creation can manipulate objects, open an slashing damage on a hit and forces the target to make a
unlocked door or container, stow or retrieve and item from an Dexterity saving throw, knocking the target prone on a
open container, pour the contents out of a vial, use a set of failure.
tools you are proficient with, or perform other basic tasks This damage increases to 2d8 at 9th level of this class.
that a human servant could do. Additionally, it can use simple
melee weapons that lack the two-handed or heavy properties.

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Mythical Enhancements
Carapice of the Gods One Being
For 1 minute or until knocked unconcious, the creation gains When you and your creation are within 5 feet of each other,
resistance to all but psychic damage. either you or your creation can use your bonus action to shift
together into 1 creature for 1 minute or until you are dropped
Death's Touch to 0 hit points. When this form ends, your creation appears in
As an action, the creation can make a melee spell attack the nearest unoccupied space within 5 feet of you. While in
using your Intelligence modifier, dealing 5d10 necrotic this form, you gain the following benefits:
damage on a hit and forcing the creature to make a Wisdom • You gain an amount of temporary hit points equal to half
saving throw against your bioarchitect DC, becoming your bioarchitect level.
frightened of you and the creation on a failure and using it's • You gain a bonus to your attack rolls and saving throw
action to get as far away from both of you. DCs equal to your Intelligence modifier.
• You count as your Creation when using your creation's
abilities, and can use any actions or features it gains. You
count as yourself when using your own abilities.
Petrifying Gaze
The creation can cast the flesh to stone spell either as an
action or as a reaction when a creature can see the target's
eyes. The casting of this spell uses your bioarchitect DC for
the spell save DC.

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Creation Enhancements (By Level)
Need a Hand Slashing Tendrils
You give your creation human-like hands to manipulate and Your creation has tendrils it uses to swing farther than it's
interact with. Your Creation can manipulate objects, open an normal reach. Your Creation can make a melee attack with a
unlocked door or container, stow or retrieve and item from an range of 10 feet. This natural weapon uses the Creation's
open container, pour the contents out of a vial, use a set of Strength or Dexterity (your choice when choosing this
tools you are proficient with, or perform other basic tasks enhancement) for attack and damage rolls, and deals 1d8
that a human servant could do. Additionally, it can use simple slashing damage on a hit and forces the target to make a
melee weapons that lack the two-handed or heavy properties. Dexterity saving throw, knocking the target prone on a
failure.
Bestial Weapons This damage increases to 2d8 at 9th level of this class.
Your creation gains a weapon akin to the of a beast. When Improved Mental Capacity
you choose this enhancement you pick one of the listed
melee natural weapons the creation can use. If your creation Your give your creation the ability of higher thinking. Your
already has a listed natural weapon from it's Creation Type, Creation gains an Intelligence score equal to yours (minimum
you may pick a different one. of 10). Additionally, it can perform the Help action to a
Bite. This weapon deals 1d8 piercing damage and can heal creature within 15 feet of it. It can use this ability an amount
the creation an amount equal to the damage dealt once per of times equal to your proficiency bonus per long rest.
long rest. This damage increases to 2d8 at 9th level of this
class. Powered Legs
Claw. This weapon deals 1d6 slashing damage and the The Creation has its legs powered up and can move at super
creation can make an additional attack in the same attack speed. They can use their bonus action to take the Dash
action when using this claw once per long rest. This damage action. It can use this ability an amount of times equal to your
increases to 2d6 at 9th level of this class. proficiency bonus per long rest.
Tail. This weapon deals 1d10 bludgeoning damage and the
range of this weapon is 15 feet. This damage increases to Keen Abilities
2d10 at 9th level of this class.
Prerequisites: 6th level
Land or Sea Your creation has advantage in 1 skill it is proficient with.
Your creation gains a swimming speed or climbing speed Life Drain
equal to its walking speed. If it picks swimming, it can also
breath underwater. If it chooses climbing, it can hang off of Prerequisites: 6th level
walls or ceilings when not moving. This enhancement can be When your creation hits with an attack, you can expand a
chosen again to gain both. This enhancement can be chosen use of this ability and have the creation gain an amount of
again for a different option. temporary hit points equal to half of the damage dealt. It can
use this ability an amount of times equal to half your
Acidic Spit proficiency bonus (rounded up) per long rest.
Your creation has the ability to melt enemies from a distance. Armed and Dangerous
Your Creation can make a natural ranged attack with a range
of 30 feet. This natural weapon uses the Creation's Prerequisites: 6th level, Need a Hand feature
Constitution for attack and damage rolls. On a hit, it deals Your creation can wield melee martial weapons that lack
1d12 acid damage. the two-handed or heavy properties. If it has a Strength of 15
This damage increases to 2d12 at 9th level of this class. or higher, it can wield melee martial weapons with the two-
handed or heavy properties
Hardened Skin
You give your creation monsterous scales or a thick hide. Extra Attack
Your Creation gains a +1 to it's AC Prerequisites: 6th level
This bonus increases to +2 at 9th level of this class. Your Creation can attack twice, instead of once, whenever
it takes the Attack action on it's turn.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Creations Grasp Creation of the Air
Prerequisites: 9th level, Slashing Tendrils feature Prerequisites: 13th level
When your creation hits with an attack using its slashing Your creation now has a flying speed equal to its walking
tendrils, it can force the target to make a Dexterity saving speed.
throw, being restrained on a failure for 1 minute or until they
succeed at the end of their turn. While the target is restrained
this way, your creation can use it's bonus action to deal
slashing damage equal to 2d6 + your proficiency bonus. It
can use this ability an amount of times equal to your
proficiency bonus per long rest, and once a creature succeeds
against this ability they are immune to it and automatically
succeed for the next 24 hours.
Maker's Step
Prerequisites: 9th level
As a bonus action on either your turn or your Creation's
turn, you can teleport and switch positions with your creation
if you are both within 30 feet of each other. This ability can be
used an amount of times equal to half your proficiency bonus
(rounded up) per long rest.
Pack Tactics
Prerequisites: 9th level
The creation has advantage on an attack roll against a
creature if at least one of the creation's allies is within 5 feet
of the creature and the ally isn't incapacitated.
Evasion
Prerequisites: 9th level
When the creation is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Biological Spellcasting
Prerequisites: 13th level, Improved Mental Capacity feature
Your creation learns 1 cantrip from the wizard list it can
cast with it's Intelligence modifier. Additionally, it learns 1 1st
level spell from the wizard list it can cast once per long rest.
Elemental Breath
Prerequisites: 13th level
As an action, the creation can force a number of creatures
in a 20 foot cone or a 30 foot long, 5 foot wide line to make a
Dexterity saving throw, dealing 6d8 acid, cold, fire, lightning,
or poison damage, half as much on a success. This ability can
be used an amount of times equal to half your proficiency
bonus (rounded up) per long rest.
Elemental Adptation
Prerequisites: 13th level
Your creation gains resistance to your choice of acid, cold,
fire, lightning, or poison damage. This enhancement can be
chosen again for a different option.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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