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
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