The Bio-Smith (5e Subclass)
The Bio-Smith
Bio-smiths are rare across the world. The art of giving a robot sentient operations and a living willing life is a new one. While most Artificers prefer making swords and shields with occasional firearms, bio-smiths make life and animated companions, and the occasional weapons.
- Extra Proficiencies
At the 3rd Level, you gain proficiency in Tinker's Tools(detailed at the end of the homebrew). In addition to this you gain proficiency in the Animal Handling skill, and finally, Heavy Armor(detailed at the end of this homebrew)
- Bio-Smith Spells
3rd Level: Find Familiar, Absorb Elements
5th Level: Acid Arrow, Snilloc’s Snowball Swarm
7th Level: Fireball, Counterspell
9th Level: Control Water, Polymorph
- Bio-Familiar
Starting at the 3rd level you can cast the spell Find Familiar and use your Medic’s Tools to create a half robot, sentient pet. As you level up you gain more options for familiars, talk with your Dungeon Master about it, check the table:
Level’s Prof. Bonus Features Max CR for Bio-Familiar
Level 3 +2 Bio-Smith Spells, Extra Proficiencies, Bio-Familiar 1 Level 4 +2
1
Level 5
+3
Improved Familiar
2
Level 6
+3
2
Level 7
+3
2
Level 8
+3
2
Level 9
+4
Familiar Strike
3
Level 10
+4
3
Level 11
+4
3
Level 12
+4
4
Level 13
+5
4
Level 14
+5
4
Level 15
+5
Fully Sentient Familiar
4
Level 16
+5
5
Level 17
+6
5
Level 18
+6
6
Level 19
+6
6
Level 20
+6
6
The Ritual:
For the ritual, you need at list 1 cup of the blood of the animal you plan on creating
The Ritual takes 1 hour.
The Sentient Familiar Statblock has a few changes:
The Familiar’s Armor class gains a bonus to an amount equal to your Intelligence modifier(minimum of 1)
The Familiar’s HP is doubled
The familiar uses your proficiency bonus for attack and damage rolls
The Ritual cost: 500 gold pieces.
Whenever you level up your familiar gains another hit dice
If the familiar is killed you can repair it, the process takes 2 hours and costs 100 gold pieces.
Your familiar does not have Multiattack
Familiar Features: The familiar uses the same initiative count as you, but acts right after you. You can use your reaction to command it to take a standard action, if you choose not to it automatically takes the Dodge action.
You can make as many familiars as your Intelligence Modifier halved(rounded down)
For instance, a level 5 Bio-Smith has an Intelligence Modifier of +4, divide that by 2 for a +2. Now, he may either create one Familiar at CR 3 or 2 familiars at CR 1.
- 5th Level
Improved Familiar: You and your familiar now get to attack Twice rather than once If your familiar is within 30 feet of you, you gain the following features:
You can communicate telepathically at an unlimited range with your familiar You can add your Intelligence modifier to initiative You can add half your Intelligence Modifier to damage rolls
At the 9th level, this feature is boosted.
- 9th Level
Familiar Strike
The features you gained from lower levels are now boosted:
Your familiar can cast spells at level 1 You can add double your Intelligence Modifier to Initiative rolls You can add your full Intelligence modifier to damage rolls Your familiar gives The Party Advantage to attack rolls if they is within 30 feet of them.
- 15th Level
Fully Sentient Familiar:
Your familiar now becomes fully aware and moves up a size category(ie: Medium Panther becomes Large).
Thanks to this it’s hit-dice also move up a category(d8-> d10, d10-> d12, etc…). Double your proficiency bonus for attack rolls. If it’s large enough you may ride it. Finally, it can take the attack action without you expending a reaction.
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