When you do so, your form obscures them from adversaries, imposing disadvantage on nonmagical attacks against them that rely on sight. If you fail the save, you take half damage. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. If you do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. Perhaps your family was lost to a lethal poison and you desire to never let such a fate befall another. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. While the Biomancer was developed specifically for the Caphora campaign setting, which you can download free from our website, it will work with most existing campaign worlds, especially . So I create the same type of creature I have essence of, right? Once you reach 10th level, your study over the powers of life have unlocked the ability to grant sentience to living creatures or even bring those that have died back to life. This pattern repeats itself. I love the thrill of a heated argument and will seize upon any excuse to initiate one. Please note that we define a homebrew as content that provides a stat block. As a biomancer, you gain the following class features. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. However, they share a similar characteristic in bearing a raw hunger for knowledge. You regain all expended spell slots when you finish a long rest. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. At 15th level, his fly speed rises again, this time to 40 ft. (perfect), and he gains the special ability to infect the bodies of others. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier. Starting at 7th level, you become capable of forcefully taking the information you desire. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. In fact, biomancers often outright abhor those who have sworn to a code differing from their own. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. You immediately gain seven microbe points. While underwater, his speed is cut in half, but is otherwise unaffected. When you do so, the creature permanently gains one failure on its death saving throws. So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? So the number of mutations is the only difference. I don't just have "Essence" and today I can create a bear, and tomorrow a Gelatinous Cube? I also know that micromanaging a tone of summons and friendly gribblies is a pain - I've tried to minimize it here, but I understand where this could be a turn-off for folks. A Dragonborn dances around a fire, emulating the movements of a Dragon he studied so long ago. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. On a success, they take half damage. 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 have mutations I can apply to my creatures. You may use the Microbe Touch feature unabated. Where do t . Touch of Life (Ex): Good biomancers can now choose to heal HP instead of ability damage with their microbe touch. Adventure + STL Giveaway! When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. To change poison types, a biomancer must spend 24 hours flushing the first venom from his body before consuming 3 more new doses. 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). At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. You may expend three microbe points. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. "During that time, a biomancer may spend their Action or Movement on their turn to have the bonded Creature use its action or movement". When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. Good-aligned biomancers often retain a similar philosophy to that of druids, desiring an equilibrium in nature that fosters growth and evolution. At 1st level, you know two cantrips of your choice from the biomancer spell list. We can help you join them in sweet marriage fit for a king. They improve in these aspects as they level up. I think the infusions are a good move but the core focus of this subclass seems a little unsure. Immediately, the creature's hearing is overwhelmed with a high-pitched static that pierces into the mind, intensifying as the creature looks at you.The target must make a Wisdom saving throw. You can make a biomancer quickly by following these suggestions. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. 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. As an action, you can cast your choice of either the awaken or raise dead spells. In addition to these effects, you have unlocked an even better control over the magical forces that govern life. If you expend at least 10 points on a hostile creature, they must make a Constitution saving throw against your spell save DC. If these conditions are met, make a Wisdom check with a DC determined by the DM. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. Also, choose one ability when you cast the spell. If you do so, you may use your reaction to impose disadvantage on any magical attack that you can see. On a failure, they take 8d8 poison damage. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. If you do so, you may impose advantage or disadvantage on the next attack of a creature you can see. [H] = Homebrew Spell[R] = Ritual Spell A biomancer, being a caster and lacking wild shape, cannot stand in melee, but he is very hardy thanks to his line of work and can endure more blows than the average spellcaster. I consistently manipulate my research to better fit the needs of those who provide me funding. I haven't seen any other homebrews for it so I figured that I would give it a try. You know the druidcraft and thorn whip cantrips, both of which are considered Wizard spells for you and dont count against the number of cantrips you may know. Body Vigor (Su): At 7th level a biomancer may stimulate their body into action. 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. 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. If an attack meets or exceeds your AC while in Cell Body, roll a d20. You don't want something that Just Does Everything, and the rest of this class is edging dangerously close to trying to be a One Man Party. Biomancers are beings that operate on biological extremes. CR is NOT analogous to hit die. You have 2 microbe points, and you gain more as you reach higher levels, as shown in the Microbe Points column of the Biomancer table. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. The creature must succeed on a Constitution saving throw against your spell save DC or be blinded for one round. Once activated, they can be used to create any biohacks you know. On a success, they take half as much damage. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. Another essential aspect is to understand why you have undergone the adventuring lifestyle. At later levels, your cell body feature improves as follows. Every saving throw against those effects is rolled with advantage. The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. You may expend any number of microbe points. Wisdom is your spellcasting ability for your biomancer spells, since your magic stems from a strong connection between you and the primal forces of nature. Durations, please! Evil-aligned biomancers, on the other hand, utilize their powers for malicious purposes and bend nature to the furtherance of their agenda. All of the following are class features of the Biomancer. Slowly, they get to their feet and ready themselves with renewed vigor. The new spell must be of . You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). A creature immune to supernatural diseases is immune to infection by a biomancer's cell form, and creatures immune to disease may also be immune to the infection (willing targets may still permit the biomancer into their bodies, immune or not). An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. What happens after the charm wears off? The biomancer has advantage on saving throws against spells and other magical effects. At Higher Levels. Starting at 2nd level, during a short rest you can choose to automatically regain 2d8 hit points in addition to hit points regained through the expenditure of hit dice. Preparing a new list of biomancer spells requires time spent in meditation and study at least 1 minute per spell level for each spell on your list. Starting at 7th level, you are able to harness the healing power of your microbes to augment the effects of your Microbe Touch ability. The attacker must roll a Wisdom saving throw against your spell save DC. How long do they last? They may apply the penalty to any ability score they see fit. A successful Heal check reveals what kind of poison the creature possesses. Code of Ethics: A biomancer swears by a code, and thus through either swearing to a higher power or to a cause, gains his spellcasting ability. The materials you use to create biohacks are inert until you activate them. Stem Cell Reservoir. Forever? Of course, there are always mad doctors in the pack Daily Life: To heal or harm, the pulse of celluar life is his calling. 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. Biomancers are imbued with significant power and the paths laid out before them define the branches of their destiny. The Scientific Method When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Whether this knowledge is to aid some species, eradicate them, or for knowledge's own sake; a biomancer yearns to understand the deeper secrets of the natural world. Be careful with making it too easy to restore spell slots. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. Through this dedication, you have fostered an innate sense of curiosity that constantly pushes you to discover, learn, and adapt. 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 biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. In addition, the animal gains a dim but palatable sentience over its fellow animals. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. 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. Please read the rules before posting. Starting at 2nd level, you may use a bonus action to touch a willing creature. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. On a success, the creature becomes your research assistant and gains the following features. Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. If you do so, you may target one creature within 30ft of you and activate one of the following effects. In addition, for every ten years that passes, you only age one year. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. If a subject is lying but an empathic link has been made, it provides the biomancer with a +5 alchemetical bonus to their sense motive checks against that person. Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. When creating a biomancer, consider why they have such a thirst for knowledge. This sort of feature is usually once/rest, or a capstone. Adherants to the Code of Volition long to see their wills made manifest. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. In one, a disease that has plagued the village for months. I still think that you've got a problem linking this to hit dice and not CR. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. Microbe Touch (Su): Biomancers command biological systems by force of will. Unwilling targets get a Fortitude save, DC 10 + class level + Int. (a) a quarterstaff or (b) any simple ranged weapon. Even some paladin classes may be acceptable, and the Microbe Touch may substitute as Lay on Hands for requirements. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. My research nearly killed me once, and I still haven't recovered. Please state the nature of the medical emergency. The creatures regain 1d10 hit points per half hour spent in the sphere. Biomancers must follow a strict Code of Ethics. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. Please offer and critique and constructive feedback! These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. T+ . Charisma and Wisdom both help key skills employed by the Biomancer. This ability functions just like a Diplomacy check made to improve the attitude of a person. Specialists in hybridizing and altering creatures through a mixture ofscience and magic, they have spawned countless hybrid mixes of creatures and beasts in search of the perfect union between nature and civilization. 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. He may also spread to another person by touch without becoming visible again, at the same saving throw. A biomancer becomes immune to disease, both mundane and magical. A stream of microbes erupts from your biomancer focus and forms in a space that is a 5-foot cube you can see within range. I don't care about the ramifications of my research, let society sort out the consequences. Additionally, whenever you craft an item (magical or not) using the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit, it takes you a quarter of the normal time and it costs you half as much the usual gold in supplies. You may not use this feature again until you complete a short rest. Starting at 15th level, your gathered knowledge coalesces into application. 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. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time. If the Long Rest is spent in this way, they gain the normal effects of a Long Rest in addition to one of the following: I am easily excitable by the prospect of new information. This should be in the base class, not here. 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. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. If these hit points would exceed the creature's maximum hit points, the excess become temporary hit points instead. In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. The spirit cannot heal constructs nor undead. Why are the creatures Tiny if that doesn't, in any way, alter their stats? DnD 5e - Classes. The effect is the same of a Animal Growth. The creature gains resistance to all poison and disease effects. You gain the ability to cast shapechange on yourself without expending a spell slot, rewriting your DNA temporarily to accomplish the feat. While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. 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. "The Hivemind, the brute, the caster" - what are these? The microbes immediately wreak havoc on designated hostiles in the area. 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). Cell Cloud (Ex): A biomancer's cell form becomes more hazy and difficult to strike. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. They merely have a keen interest in studying how the forces of nature and life come together and form the world - and more importantly - they seek to learn how to manipulate these forces on their own. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. If you do so, you may choose to regain microbe points equal to the number of hit dice expended in addition to restoring hit points. Additionally, they may use their reaction to breathe in the microbes. Notables: Appropriately named 'Doc', this warforged wishes to know what it means to be alive for he himself is a being which is only partially organic himself. https://docs.google.com/document/d/1aEPjdNwofmoASVQfDtCCGb946ayT7-AR1IZYrwHIS8g/edit?usp=sharing. Artificer: Biomancer. As a result, you gain the ability to take on one such creature as a companion. If they do so, the next attack against the creature has advantage. Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. Do you like D&D? When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. I once released a work that was shamefully riddled with errors. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". All allied creatures within the affected sphere are imbued with the natural magic used in the Biomancer's constant experimentation. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. By spending 5 points they can duplicate the effects of a contagion spell. If you do so, the familiar comes back to life with 1 hit point. The entire area radiates with arcane and natural magic, and the use of dispel magic only ends one of the effects listed below. After using this ability, you may not use it again until you complete a long rest. You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. If you succeed on a saving throw that would halve incoming poison damage, you take no damage instead. All empathy extends to 100 ft. I have become spiteful at those who do not share my intelligence. There are very very very few creatures with 1 HD. It is fair to say that if a unique biological phenomenon occurs in the world, a biomancer will sacrifice anything to be at the forefront of the investigation. It does not learn bonus tricks, instead its Int score becomes 3 + the number of bonus tricks normally listed for an animal companion. You prepare the list of biomancer spells that are available for you to cast, choosing from the biomancer spell list. In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. Second, choose the scientist background. He can also enter cell form, a potent defense, acting as a living disease. Nearly all the innovation and advancement in Simic bioengineering comes from the table below in addition, nature! You Really Revised Monk v1.1 Vigor ( Su ): biomancers are imbued with significant power and the class Alienist! An arcane focus, or are they consumed when i cast a spell be. 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