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School of Biochemistry in Dungeons & Dragons 5e

School of Biochemistry - 2000 AXP

TIER ONE FEATURE: School of Biochemistry

    • AXP: 2000
    • Pre-Requisites: None
    • Grants Access To: None

A biochemist is primarily concerned with making inanimate objects animate, and making animate objects think. Separate from necromancy, as their targets are not necessarily dead. However, their aberrations might stir up anger from those who consider them affronts to the majesty of nature.

This feature is a prerequisite for features in the Biochemist Feature Tree.

You learn the following recipe:

Primordial Stew

Potion Applicable

Ingredients: INVIGORATE + INSPIRE + 1x King's Thistle

Risk DC: 15

Recommended Tier: 4

Effect:

You may spill this animating chemical in a patch of organic material (soil, dirt, vegetation, tar, etc.) The organic material then amalgamates into a creature with mottled grey skin, thick white fur, and an average muscle/fat consistency that helps to protect it. It has 1d4 sets of black glossy eyes and 1+1d4 sets of legs. Only 1 primordial allowed at any time. Attempting to make another will dissolve the other into grey goo.

Primordial

small elemental, chaotic


Armor Class 13

Hit Points 16 (2d6)

Speed 20 feet, Climb 20 feet


STR

11 (+0)

DEX

10 (+0)

CON

10 (+0)

INT

12 (+1)

WIS

12 (+1)

CHA

4 (-3)


Senses Passive Perception 14

Languages Understands all languages, cannot speak.


Traits

Skills: Perception+4, Acrobatics+2

Hit Dice: A Primodial may use its hit dice to heal during a short rest.


Helper: The Primordial exists only as the creation/servant of a scientist. The following rules apply.

  • Primordials use your action to attack, dash, disengage, or dodge.
  • It takes its turn on your initiative, though it doesn't take an action unless you command it to.
  • On your turn, you can verbally command it where to move (no action).
  • Add your proficiency bonus to the primordial's AC, attack rolls, damage rolls, saving throws and skills it is proficient in.
  • If you are incapacitated or absent, the primordial acts on its own, focusing on protecting you and itself.


Actions

Claws: Melee Weapon Attack +2 to hit, Hit: 1d8 slashing damge.


 

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