# Crimson Scientist Among the ranks of Artificers there are those that study alchemy, producing great effects in healing, helping and chemistry. Yet there is a small sub-sect of those that take things further, Blood. Blood is the vital powerhouse of the body, it transfers the humors around, takes on the properties that one infuses into it and can even bring life. Crimson Scientists are those that realise they can work great wonders by taking the blood of the unworthy and the vile and filtering it for use in greater works, saving lives, making lives, working wonders. The price is high, but it is often worth paying... after all nothing worth doing is free. ### Crimson Scientist Features #### Bonus Proficiencies When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s tools and doctor’s toolkit. If you already have either of these proficiencies, you gain one proficiency with another artisan’s tools of your choice. #### Crimson Scientist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class as shown in the Crimson Scientist 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 | healing word, gift of alacrity | | 5th | blindness/deafness, prayer of healing | | 9th | life transference, vampiric touch | | 13th | aura of life, locate creature | | 17th | contagion, greater restoration | #### Vitae Vial At 3rd level you learn how to construct a reservoir of the most precious resource in peoples bodies, Vitae or Blood. You gain a pool of dice that are used to power your abilities, when you kill a hostile creature within 15 feet you may harvest a portion of their blood into your Vial, doing this costs you your reaction. Certain creatures do not have usable blood, these include, living machines such as Warforged, undead such as skeletons and zombies, and constructs such as golems. "Living" undead, such as vampires, ghouls and ghasts are however harvestable. Your Vitae Vial can store up to your artificer level in Vitae points, the pool degrades at a rate of 1 point per hour of rest. While you have Vitae points you can spend them on the following effects: **Vitae Heal**: As an action you can spend a Vitae point and heal a friendly creature for 1D4 + your intelligence modifier hit points, you may spend up to your proficiency bonus on healing in this way. **Vitae Strike**: As an action you can spend a Vitae point and attack a hostile enemy within 5 feet, on a successful attack you deal 1D10 poison damage and heal yourself for the damage dealt, you may spend up to your proficiency bonus vitae points on this attack. #### Blood Boil At 5th level you learn how to spike Vitae inside a person and strengthen them, or drive them temporarily insane. As an Action you may target a friendly creature within 30 feet and spend a vitae point, they must make a constitution roll, if successful they gain advantage on their next attack action, and add your intelligence modifier to any damage they deal. If they fail they take your proficiency bonus in necrotic damage and have disadvantage on their next action. You may also target hostile creatures and try to drive them insane, as an action target a hostile creature within 60 feet and spend a vitae point, the creature must make a constitution roll if they fail they take 2D6 Necrotic damage and act under the effects of the confusion spell for the amount of turns equal to your intelligence modifier. #### Vitae Homunculus At 9th level you can produce a living blood doll that will latch onto you or a friendly creature and assist it in any way it can, During a long rest you can create up to your intelligence modifier Vitae Dolls. They have the amount of hit points equal to your intelligence modifier + your artificer level x 3, and an armour class of 8 + your intelligence modifier, they are of tiny size. Creating a Vitae Doll costs 2 vitae points per Doll. As an action you may assign 1 Vitae Doll to a friendly creature within 60 feet of you, it will always stay within 5 feet of that creature, it has a movement speed of 30 feet, and will attempt to stay in the same square as them if it is possible. When the creature it is attached to is injured it will transfer up to your intelligence modifier hit points of its own into its partner, taking 3 times the amount in necrotic damage. If the creature it is attached to is knocked unconscious it will transfer all of its remaining hit points too them and dissipate into a puddle of blood, stabilizing its partner and healing them for half the amount it had left. If the creature it is attached to is killed the Vitae Doll will enter into a rampage and charge towards the creature that killed its attached partner, and explode into a mess of gore and pustule causing the same amount of damage as it has hit points remaining to all creatures within 5 feet of it. #### Vitaeous Communion At 15th level you have learned to tap deeply into the veins of old blood, allowing your Vitae pool to never degrade, and gain new uses for it. You gain the following benefits: \page **Vitae Royale**: You may spend Vitae points to bolster your allies resolve and strengthen their powers, as an action you may target a friendly creature within 60 feet of you, you may spend up to your proficiency bonus and roll a D8, adding the amount of points onto the result and check the following table to see the effect: | Result | Effect | |:----:|:----:| | 2 | You heal your target for 2D6 + your intelligence modifier hit points.| | 3-5 | Your target gains temporary hit points equal to your intelligence modifier + your proficiency bonus, these points refresh at the end of your turn, additionally they gain the previously listed effects.| | 6-9 | Your target gains 10 feet bonus ground speed, and may use disengage as a bonus action, additionally they gain the previous effects on this list.| | 10-13 | Your target gains a bonus to attack rolls equal to your intelligence modifier, additionally they gain the previous effects on this list.| | 14+ | Your target gains + 4 to their armour class and advantage on their next action, additionally they gain the previous effects on this list.| These effects last for the number of rounds equal to your intelligence modifier, after you have used this effect a maximum of 3 times you cannot use it again until you have finished a long rest. **Vitae Tap**: you may exchange your reserves of Vitae for spell slots, doing so takes an action and uses 2 vitae per level of spell slot you wish to replenish, you may use this feature to replenish no more than 3 spell slots before needing to finish a long rest to recover. Additionally you may now draw Vitae Points from creatures that die within 30 feet of you and may draw it for up to your intelligence modifier creatures that have died at the same time. >### Art Credit >Art Commissioned from https://twitter.com/0phius