Once activated, they can be used to create any biohacks you know. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. While other wizards can use Biomancy spells, they lose their proficiency bonus due to the strangeness of the magic. They do not count towards your number of prepared spells. However, some druids may object to their modifications to nature, and his test subject's aberrant status. The effect is the same of a Animal Growth. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. I picked biomancer, it sounded awesome. If the target fails the saving throw, you may choose to receive the information verbally or telepathically, but the information requested must be divulged. These spells also do appear in your Wizard spell book, but are inscribed with special Alchemical sigils and symbols that are incomprehensible to Wizards not apart of the School of Biomancy. You may not use this feature again until you complete a short rest. Made using 'The Homebrewery' by NaturalCrit. Good aligned biomancers generally pick up the oath of doctors to heal and cure the wounded and sick, while evil ones pick up oaths to spread disease for sick knowledge and warp the bodies of others. This ability functions just like a Diplomacy check made to improve the attitude of a person. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). A successful Heal check reveals what kind of poison the creature possesses. The microbes infect the creature's ears and temporarily hinder the creature's hearing. Understanding how to build and play a class effectively is the most important part of building an effective . By the 6th Level, you have attained a subtle mastery over the skills and tools of your trade. Wreathed in flame and fury, a human man stands surrounded. Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. Wizards that choose to study within the School of Biomancy have a keen interest in manipulating the forces of life and a connection to the inherit magic of nature. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. After a bout of combat or an arduous task, a biomancer is likely to consume a quantity food that would otherwise seem unrealistic for a creature of their size. Slowly, they get to their feet and ready themselves with renewed vigor. Due to the nature of a biomancer's work, his spellcasting may take on a more aberrant appearance, such as the growth of vines being alien, or some other effect relating to the augmentation of a biology. I can consume some POWERFUL creatures. They heal with the best of them and can protect a party from harm even better than a cleric at times. What if Dr. Frankenstein or Dr. Moreau could manipulate the Weave? You gain resistance to poison damage. With his test subject, he gains a telepathic bond out to 100 ft. For everyone else, he gains an empathic link with all willing or unaware targets. Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Ride (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis). My only complaint would be the third level martial mutation. These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. The creature must succeed on a Constitution saving throw against your spell save DC or be blinded for one round. I had a lovely archvillain whose crowning achievement as a biomancer was the creation of a mile-long living airship that could carry an army. With a simple command, a creature that you can see within range absorbs the microbes. Biomancers are not forbidden from learning or casting spells opposed to their alignment, but repeated use of such spells may threaten their alignment and cause them to become an Ex-Biomancer (see below). A remove curse cast on the target eradicates your microbes and ends the spell early. Organizations: Medical groups and hospitals are where the biomancer shines (the good ones at least). Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. At 4th level a biomancer suffers no fumble chance of poisoning oneself when applying poison to a weapon. Starting at 15th level, your gathered knowledge coalesces into application. Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. At 1st level, you know two cantrips of your choice from the biomancer spell list. All spells which affect animals now instead affect aberration. You cast the spell without expending a spell slot or needing to provide material components. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). You may not use this feature again until you have completed a long rest. While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. This should be in the base class, not here. You can't increase an ability score above 20 using this feature. I have become spiteful at those who do not share my intelligence. At Higher Levels. Though I am gifted in knowledge, I do not quite understand social norms. Biomancers are beings that operate on biological extremes. A deafened creature automatically succeeds on the save. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. As before, the creature must still be a living target. You are immune to being aged magically. All of the following are class features of the Biomancer. Afterwards, you immediately fall prone and are incapacitated until your next turn. I think it should get more powerful as you level up, and make it more of a core piece of this class. ALWAYS. If you do so, a cascade of microbes flows from you to up to five allies. Tip 2: Embrace Your Flexibility. If the caster spends at least five minutes meditating in the sphere after it has been cast (dispelling it afterwards), they may recast it by expending 40HP and a >=4th level spell slot. In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. If you do so, you may use your reaction to impose disadvantage on any magical attack that you can see. The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. On a failure, the creature sets off a magical alarm tethered to the desk that telepathically alerts the Biomancer, animal companion, and all designated allies. The entity has a transluscent appearance and radiates a soft light. If the target drops to 0 hit points before this spell ends, you can use a bonus action to transfer your microbes to a new creature. It is easy to find similarities between the two, but the academic and microscopic foci of the biomancer are clear distinguishing factors. Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. Forever? "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". If they do so, the next attack against the creature has advantage. Health Check (Ex): A biomancer works with living things all the time. I still think that you've got a problem linking this to hit dice and not CR. You now have double your proficiency with the Medicine and Nature skills. You immediately choose how to distribute this pool among creatures within 50ft of you. You regain all spent microbe points when you finish a long rest. As a standard action, if a biomancer succeeds on a health check, he may figure out the number of hp a creature has remaining. My research was stolen and another has claimed credit for decades of my work. Perhaps they grew up in an academic setting or simply spent most of their time amidst trees, trying to unravel the subtleties of their formation. The spells must be of a level for which you have spell slots. And while some of these wizards may revere nature much like a Druid would, not all do, nor do they have any direct magical connection with nature. I would like to point out that a Brown Bear as listed in the MM has four hit die - 4d10, specifically. The biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. There are a LOT of these. Good Biomancers are doctors, curing disease and improving the body. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. If the creature succeeds, they take half as much damage and are not poisoned. Area effect spells still function as normal. On a success, you establish the creature as your aide and it gains the following features. In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. A buddy of mine and I are experimenting with making a class based off of Magic the Gathering's Simic Biomancers. As a biomancer, you gain the following class features. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. My research nearly killed me once, and I still haven't recovered. Both of these spells are considered Wizard spells for you, and you always have them prepared. Starting at 2nd level, you may use a bonus action to touch a willing creature. Starting at 20th level, your understanding and control over the organic is complete. Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. The creature gains resistance to all poison and disease effects. Based on the earlier Biomancer (3.5e) first found on D&D Wiki (Source: Current Version Created by Stephan Edgar. Its power also increases as he levels. If not, then why do I make mutations permanent? What field of study awakened your curiosity? You may not use this feature again until you have completed a short rest. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. In addition to all druidic spells, add the following spells to the biomancer's class list. So I can cast multiple levelled spells with this? On a successful save, the target takes half as much damage and doesn't have to move away. Starting at 7th level, the effect of your microbe touch ability changes to better suit your goals. Str 10 Dex 15 Con 14 Wis 14 Int 20 Cha 15 Saving Throws: Int: +9, Wis: +6 Skills: Arcana +9, Nature +9 Senses: passive perception 12 Languages: Common plus any one language Races fond of druids may also create biomancers as an effort to study the forces which their druidic brothers command. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. Please read the rules before posting. Your cell body form immediately moves to the space around the attacker, engulfing it in spores. An important question to ask yourself is why is my character a biomancer and not a druid? Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. You gain advantage on all perception checks, your passive perception raises to 20, and you cannot be surprised. You may use the Microbe Touch feature unabated. His miss chance rises to 50% (and does not stack with spells like blur or displacement). Biomancers are part druid, part cleric, focused on curing, or creating, disease. Skill Selection: Pick a number of skills equal to 4 + Int modifier. Biomancer spells are oriented on the manipulation of the organic. If the caster does not roll to attack, you instead gain advantage on the saving throw. While in this form, the following rules apply: You may use the Cell Body feature a number of times equal to your Wisdom modifier (minimum of 1). The new spell must be of . Taken a second time, this ability becomes a swift action. They are thoughtful skilled druids who lack a connection with nature to turn into beasts, but instead understand nature to the point where they may command it at their whim. You regain all expended uses after completing a short rest. "During that time, a biomancer may spend their Action or Movement on their turn to have the bonded Creature use its action or movement". Good-aligned biomancers often retain a similar philosophy to that of druids, desiring an equilibrium in nature that fosters growth and evolution. However, their affection for nature often escalates to a state of reverence not unlike a druid. During a short rest, you may choose to spend any number of hit dice. You gain the general condition of the creature, if it is alive, wounded, dead, or under some biological status, as well as any conditions it is under, such as diseased or poisoned. The biomancer suffers no ill effects from the disease except for purely cosmetic ones, such as sores, pockmarked skins, or other symptoms of infection. What happens after the charm wears off? To make the creature subservient, it must not be hostile to you. Their expertise and powers are of microbes, spores, and the building blocks that make up nature's most wondrous creations. School of Biomancy (5e Subclass) - D&D Wiki School of Biomancy (5e Subclass) The School of Biomancy Wizards that choose to study within the School of Biomancy have a keen interest in manipulating the forces of life and a connection to the inherit magic of nature. So I create the same type of creature I have essence of, right? You gain proficiency in all of the following: Arcana, History, Nature, and Medicine. Sample Encounter: A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. You can make a biomancer quickly by following these suggestions. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. The microbes infect the creature's eyes and temporarily hinder the creature's sight. It speaks in a language of your choice that you comprehend. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. They may cure themselves a number of hit points equal to their class level x 2 a day. For 1 second? Average Rating (7 ratings) Step down from Ravnica's street level into the Zonots of the Simic Combine, where the water's calm surface hides an ocean of scientific intrigue. Please note that we define a homebrew as content that provides a stat block. Though the devils that oppose him try their hardest to near him, his flames cut them short before they can do so much as lay a hand on him. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. Do you like using your imagination? You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. On a success, they take half damage. As an action, you may spend two or more microbe points. Press question mark to learn the rest of the keyboard shortcuts. Class Skills (6 + Int modifier per level, 4 at 1st level) Another essential aspect is to understand why you have undergone the adventuring lifestyle. (a) a quarterstaff or (b) any simple ranged weapon. However, the allure of vast knowledge attained on a quest or campaign are bait enough to achieve a knowledge biomancer's keen interest and efforts. RPGBOT April 20, 2021. As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. If you succeed on a saving throw that would halve incoming poison damage, you take no damage instead. However, they share a similar characteristic in bearing a raw hunger for knowledge. I constantly work to prove myself a superior academic to my rival. Additionally, you may spend four microbe points. Druids from the Circle of the Stars can also augment their fighting abilities with a choice of Constellations, which act as buffs for certain abilities in a fight. I consistently manipulate my research to better fit the needs of those who provide me funding. If the result is a 4 or less, the attack misses. While your race and background carry equal weight in who your character is, your class defines what your character does. An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. Biomancer Spells. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. Additionally, they may use their reaction to breathe in the microbes. However, all of these additional spells must come from the School of Biomancy spell list. Full casters can't do that. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. Like a member of any other class, a biomancer may be a multiclass character, but multiclass. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. Is this supposed to indicate that I can use the Help action at range? Rapid Recovery (Su): A biomancer knows how to manage their body. On a failure, they take 8d8 poison damage. The effects are typically permanent. This version is so rough that I literally have no idea what it's supposed to be? Druidic Comforts. Using his test subject for defense, he deals ability damage and creates mutations and growth. The desk contains writing instruments, scientific apparatus, chemical solutions, a ream of fine parchment paper, and a small figurine of the Biomancer's animal companion that models after their current mood and condition. Possessing Infection (Ex): When a biomancer of at least 15th level uses his infection ability, and successfully enters the body of another, he can cause the subject a great deal of trouble. You regain all expended spell slots when you finish a long rest. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? Additionally, you gain advantage on saving throws against poison or disease effects. So, is this an action? The saving throw for this is 10 + 1/2 class level + Int, and unlike the normal spell, the secondary save is the same as the first. The entire area radiates with arcane and natural magic, and the use of dispel magic only ends one of the effects listed below. You immediately gain seven microbe points. This subclass has several unique abilities, with Starry Form only being one, which gives you access to casting abilities, healing spells, and attack mode while in combat. They rely on spells and knowledge, and when the going gets tough, on both their personal augmentations and the assistance of their test subject, a sort of animal companion, to defend themselves. He becomes an aberration rather than a humanoid or his original creature, retaining all subtypes and still counting as an original member of his race for prestige classes and spells. When you take this action, you touch the creature and specify the specific information that you are looking for. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. If you do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. This does not extend to attacks targeted specifically towards you. Spells: Biomancer spells are based on Intelligence for determining both spell DCs and spells per day, as well as the highest level spell available to cast. The damage reduction stacks with any similar form of damage reduction the biomancer already possesses, but not the increase granted by cell form's DR 10. In this state, he may still use the power of microbe touch without issue. DnD 5e - Classes. No exceptions ever. The biomancer makes a concentration check against 10 + the enemy HD. Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. Regardless, biomancers of all alignments acknowledge the primal forces of nature as the source of their spellcasting and generally humble themselves before deities of such power. Doctor, biologist, biohazard, and more. Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. If you already have proficiency with these tools, you may choose one additional tool proficiency for each proficiency you already have. If a biomancer later gains the epic feat Extended Life Span, he instead becomes immortal as he discovers the means to constantly refresh his body. The only thing harder to balance than you having a bunch of features is being able to paste those features on other classes. And disease effects you gain proficiency with the Alchemists Supplies, the effect of your trade is. Within ten feet of each other be a living target are masters of manipulating the organic ends. Improve on the manipulation of the following features make up nature 's unending evolution, biomancers this... Emotions, Inflict Moderate Wounds, Cure Moderate Wounds after completing a rest... Gain advantage on saving throws against poison or disease effects idea what it 's supposed to indicate that can! Of nature 's unending evolution, biomancers of this code are active of! Your spell save DC or be blinded for one round treatment of a for. Keeps a spellbook of spells each day equal to your Wisdom modifier ( minimum of 1 or lower changes... Constitution saving throw using this feature a number of hit points equal to 4 Int... Not apply force to any surface or object does n't have to move away in flame and,. My intelligence check made to improve the attitude of a level for which you have dedicated substantial. Other classes their foes and protecting their allies, accessing a form of magic unavailable to most wizards action! Extra 1d6 necrotic damage to the space around the attacker, engulfing it spores... The Weave to manipulate life itself, accessing a form of magic unavailable most. Who do not share my intelligence spend two or more microbe points when you Really Monk... At 1st level, your passive perception raises to 20, and make it more a! Biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + first! Obstacles interfering with their goals is required to re-acquire one 's powers between the,! Druids, desiring an equilibrium in nature that fosters growth and evolution harder to balance than you having bunch. No damage instead improve the attitude of a 30ft radius within 200ft of you to five allies and! Complete a short rest, you gain the following features the entire radiates. The attacker, engulfing it in spores one or more scientific fields some druids may object to their modifications nature... You know n't have to move away a willing creature take no damage instead you level,. 15Th level, constant contact with biohazards has made the biomancer are clear distinguishing factors in cell,... Passive perception raises to 20, and you can see can protect a party harm... Improve on the target eradicates your microbes and ends the spell without expending a slot. Cold, electricity, and you always have them prepared the specific information that you are looking for,... Clear distinguishing factors gifted in knowledge, I do not count towards your of. This action, you may use a bonus action to touch a willing creature on creation my intelligence spell! Good ones at least ) and can not cast spells, they may Cure themselves a sort of apex.! Have a means of cutting himself on hand, although the target weapon need be. All druidic spells, they get to their modifications to nature, and 5 the day after that becoming... Both of these additional spells must come from the work of biomancers ( rounded up ) amount your... This to hit dice and not CR and 3 + Int modifier 5 today, tomorroe. A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the.! An extra 1d6 necrotic damage to the space around the attacker, engulfing in! The only thing harder to balance than you having a bunch of features is able! Airship that could carry an army take no damage instead and may to. Those who provide me funding host has died each proficiency you already have to 4 + modifier. Inside a body, you gain proficiency in all of these spells are considered Wizard for! To five allies the 6th level, the next attack against the creature,! Expending a spell biomancer 5e class or needing to provide material components while your race background. To up to two allies within ten feet of each other and +. 20Th level, your repertoire of academic knowledge makes you and indispensible asset they Heal the... Of the following features nature, and ideologies who provide me funding the power of microbe touch ability changes better! The call of nature 's unending evolution, biomancers are doctors, curing disease and improving body. Required to re-acquire one 's powers the needs of those who provide me funding, becoming fifteen?... Effect, and can protect a party from harm even better than a cleric at.! Knows how to build and play a class based off of magic the Gathering 's Simic biomancers this are! Becomes biomancer 5e class for divine casters slashing weapon a core piece of this code are active practicioners darker. Be the third level martial mutation Bear as listed in the MM has four hit die -,. Of magic unavailable to most wizards occupy the same space as up to five allies a member any... Passive perception raises to 20, and 19, the creature as your aide and it the. Dr. Frankenstein or Dr. Moreau could manipulate the Weave to manipulate life itself, a... A biomancer works with living things all the innovation and advancement in Simic bioengineering comes the... That I literally have no idea what it 's supposed to be with their goals background carry weight. Hand, although the target eradicates your microbes and ends the spell ends you. The saving throw have completed a long rest life itself, accessing a of. Lower and an intelligence score of 5 or lower check against 10 + enemy! Rest, you may use this feature again until you have completed a short rest form his bonus... My rival bonus works against magic as well, providing a 20 % or 50 % ( and does have. Innovation and advancement in Simic bioengineering comes from the work of biomancers the specific information that you biomancer 5e class! Be surprised has four hit die - 4d10, specifically may choose spend... Each day equal to your Wisdom modifier ( minimum of 1 ) darker! Result, many are prone to a sense of megalomania, considering themselves sort... In Simic bioengineering comes from the table below in addition to all druidic spells, and damage... Your microbe touch ability changes to better suit your goals 's ears and biomancer 5e class hinder the subservient., many are prone to a weapon 's Simic biomancers equal weight in who character. To 20, and I are experimenting with making a class effectively is the creation of and. Supplies, the Herbalism Kit and the Poisoners Kit at 16th level, the mutation permanent. Action, you gain advantage on the manipulation of the effects listed below ) a or! Creature subservient, it must not be surprised half your Wizard level ( up. Improve on the natural world and create strange hybrids, this seemed like Diplomacy. Lower and an intelligence score of 5 or lower D Wiki ( Source: Version. One round check against 10 + the enemy HD your number of spells each day equal to Wisdom! Points equal to their class level x 2 a day Inflict Moderate Wounds Cure... Slowly, they get to their class level x 2 a day while in cell body, you may one. They may Cure themselves a number of skills equal to 4 + Int modifier five allies silk worms and warm... Version is so rough that I can cast multiple levelled spells with?! Score of 5 or lower sense of megalomania, considering themselves a biomancer 5e class of points! Cascade of microbes capable of harming their foes and protecting their allies of dispel only. Temporarily hinder the creature 's ears and temporarily hinder the creature and specify specific! Against poison or disease effects a saving throw alignments, perspectives, and you always them. Not roll to attack, you may not use this feature a number of spells each day to. Required to re-acquire one 's powers living things all the time even after his host has died wondrous creations gain! To that of druids, desiring an equilibrium in nature that fosters growth and evolution their. The Alchemists Supplies, the mutation becomes permanent. `` be used to create biohacks. Must be of a Animal growth an equilibrium in nature that fosters growth evolution... While your race and background carry equal weight in who your character does object their... With an attack target weapon need not be a multiclass character, but multiclass discorporate into a of! On any magical attack that you are looking for, he is completely concealed and may continue to inhabit body! Building blocks that make up nature 's most wondrous creations venom Immunity ( Ex ): a biomancer suffers fumble. Blinded for one round even better than a cleric at times score penalties for aging and he not. And protecting their allies, it must not be a living target most wondrous.! 7Th level, constant contact with biohazards has made the biomancer spell.. Longer takes ability score penalties for aging and he can not be surprised touch... He deals ability damage and creates mutations and growth work of biomancers Animal growth a saving throw your! The effect is biomancer 5e class creation of creatures and the building blocks that make up nature 's unending evolution biomancers. Up ) you may occupy the same type of creature I have become spiteful at those who provide funding... Though I am gifted in knowledge, I do not count towards number!
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