Lifecrafters

**Druids of the Circle of Lifecrafters are tinkerers in the nature of life it self. At best they are the ultimate gardeners, spreading the principles of artificial selection to it’s logical extremes, at worst they are mad scientists, using magic to tinker in things no man should. The Halflings of the Palinesian Fields created the art of lifecrafting, mixing animal husbandry, gardening, and magic together to survive in thier harsh unforgiving world, changing themselves and those around them to adapt.**

#### Symbiote

Starting at 2nd level, you have grown your first Symbiote. A living tool or weapon attached to your being that provides a special ability. At first your body can only support a single symbiote but as you continue to cultivate your abilities you can perhaps learn to grow more. All symbiotes draw sustenance from the host and are physically attached to them. Removing or changing a symbiote takes time and is usually painful so symbiotes are usualy chosen carefully.

 Armblade
 Tentacle Whip
 Living Breastplate
 BreatherMask
 Poison Nodule
 Helping hand
 Glider
 Reflexer
 Eyestalk

#### Homunculous

At 6th level you can attach an additional symbiote to yourself.

In addition you learn ancient methods for magically creating a special homunculus that is grown similar to a symbiote.

Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of vegetable matter. Life crafters hormoculi are often hodgepodges of various animals or vegtable matter

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.

#### Abomination

At 10th level you can attach an additional symbiote to yourself.

In addition when you wild shape the creature you wildshape into retains any symbiotes you have attached to yourself. For instance if you wildshape into a Brown Bear and you had the chitanous claw, Living Breastplate, and Tentacle Whip symbiotes, the bear would look as if it were wearing a chitinous shell and claws. Its AC would be 15 instead of 11 because the breastplate and shield bonus would supersede it’s natural armor. However it’s 2d6 claw attack would supersede the claw attack of the gauntlets. The Lifecrafter would retain the whip attack and would add the attack to the bears regular attack options.

#### Ultimamorphis

At 14th level you can attach an additional symbiote to yourself.

In addition you are inherently changed by a lifetime of biological tinkering: you can’t be blinded, deafened, or poisoned and you are immune to disease