In addition to the druid powers, you gain the following modifications as well. Re-skinned Healing Spirit. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). Biomancer spells are oriented on the manipulation of the organic. It does not divine exact hp amounts, nor any effects which have no physical impact, such as being dominated. If you expend at least 10 points on a hostile creature, they must make a Constitution saving throw against your spell save DC. However, all of these additional spells must come from the School of Biomancy spell list. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. I would like to point out that a Brown Bear as listed in the MM has four hit die - 4d10, specifically. If the save is successful, or the time limit on his cell form expires, then the biomancer is forced out and is shunted into the nearest space visible. Be careful with making it too easy to restore spell slots. Biomancers are imbued with significant power and the paths laid out before them define the branches of their destiny. Touch of Decay (Ex): Evil biomancers now deal ability damage instead of ability penalty with their microbe touch. Biomancers often explore and find themselves in new lands to satiate their missions and curiosities, but what triggered your mission and your goals? Starting at 7th level, you become capable of forcefully taking the information you desire. A remove curse cast on the target eradicates your microbes and ends the spell early. This connection is of such strength that a biomancer often expends their own cells to accomplish a spell's effects, potentially rendering serious harm upon themselves. You may expend any number of microbe points. If you already have proficiency, you gain expertise instead. Furthermore, you may now use the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit as a spellcasting focus for your Wizard spells. The biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Additionally at the 2nd level, your studies into the mysteries of life have unlocked various spells for you that other wizards are unable to comprehend. Press question mark to learn the rest of the keyboard shortcuts. Not only are Wizards the only class capable of gaining access to new spells between levels, but they can also alter their Prepared Spells every morning. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. You may use your test subject to test diseases, poisons, and cures. My work is my life, everything else is a distraction! RPGBOT April 20, 2021. Gods who deal with health, both good and ill, also are popular with biomancers. What field of study awakened your curiosity? If the target succeeds the saving throw, you are aware of it and the creature is immune to this effect for 24 hours. On a success, you establish the creature as your aide and it gains the following features. Attacks against you have a chance to miss. A biomancer may want to know what makes things tick and how things work. 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. What have you spent your life researching or studying? On a successful save, the target takes half as much damage and doesn't have to move away. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. A biomancer becomes immune to disease, both mundane and magical. If you fail the save, you take half damage. Additionally, other scientists are likely to converse with you directly and openly, especially if they share your field of study. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. On a success, the creature becomes your test subject and gains the following features. A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? Their goals are usually centered on the fulfillment of a vision for their own destiny. He gains darkvision 60 ft, or adds 60 ft. to his current darkvision, and his biology changes where he no longer needs to eat or sleep (but he must still breath). You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. Magic Resistance. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). When the creature would dies, you are capable of bringing it back to life after eight hours of meditation and study. A biomancer must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. Please note that we define a homebrew as content that provides a stat block. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Biomancers are casters, ultimately. In the other, what he finally hoped was a cure. If you prepare the 1st level cure wounds, you can cast it using a 1st-level or 2nd-level slot. 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. Evil-aligned biomancers, on the other hand, utilize their powers for malicious purposes and bend nature to the furtherance of their agenda. Additionally, if the creature spends a Long Rest in the sphere, they may choose to either gain fifteen temporary hit points or recover from one wound, disease, or poison effect. ALWAYS. The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Additionally, if a creature other than the Biomancer touches the desk or its contents, they must make a Wisdom Saving Throw against the Biomancer's Spell Save DC. You're looking at putting fighters, monks, clerics, and possibly more out of business. Is that how many I can have, or how many I can make? Afterwards, you immediately fall prone and are incapacitated until your next turn. Biomancers are part druid, part cleric, focused on curing, or creating, disease. Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + Int. 1-3 HD: Share Spells, as the familiar ability of the same name. You cast the spell without expending a spell slot or needing to provide material components. Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. The spirit cannot heal constructs nor undead. 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. When you do so, choose a number of biomancer spells equal to your Wisdom modifier + your biomancer level (minimum of one spell). The Biomancer. Where do t . The area inside the sphere is imbued with natural magic that alters the area as appropriate to the neighboring terrain. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. As he winces in suppressed agony, glowing blue spores emanate from the man's chest and descend upon his allies. Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. My research nearly killed me once, and I still haven't recovered. At 13th level a biomancer has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. The biomancer magically emanates life-giving energy within 30 feet of itself. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? T+ . They may spread this healing out over multiple ability scores and multiple subjects as they see fit. He becomes a carrier of every disease he encounters, up to his class level. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. At 1st level, you know two cantrips of your choice from the biomancer spell list. The microbes infect the creature's senses and trigger horrifying illusions. So I can cast multiple levelled spells with this? Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. Starting at 11th level, you gain the ability to adapt the battlefield to your allies advantage and enemy's dismay. Alternatively he may figure out the number of HD a creature possesses. His medical advances have saved many lives. As before, the creature must still be a living target. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. Can I use Legendary Actions? Its type changes to aberration although it retains animal HD, BAB, and skills. Alignment: Any Lawful. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. You may use the Microbe Touch feature unabated. You gain proficiency with the Medicine and Nature skills. While in your new form, you gain the following benefits. Pyromancer. Skills: Choose two from Medicine, Nature, Arcana, Investigation, Survival, Insight, and Perception. 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 regain all spent microbe points when you finish a long rest. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. Biomancers of this code are often reclusive and apolitical. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. [H] = Homebrew Spell[R] = Ritual Spell You prepare the list of biomancer spells that are available for you to cast, choosing from the biomancer spell list. The magic of a biomancer is curious in form. Please offer and critique and constructive feedback! In addition, you use your Wisdom modifier when setting the saving throw DC for a biomancer spell you cast and when making an attack roll with one. At 3rd level, you choose to identify with a code of ethics. The new spell must be of . Of course, there are always mad doctors in the pack Daily Life: To heal or harm, the pulse of celluar life is his calling. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. Another essential aspect is to understand why you have undergone the adventuring lifestyle. Poison Use: A biomancer often handles dangerous chemicals in his study. The biomancer has advantage on saving throws against spells and other magical effects. Why are the creatures Tiny if that doesn't, in any way, alter their stats? 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. Evil biomancers find few friends, and strike off on mad solo pursuits to discover the latest vile plague. 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. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. Perhaps your family was lost to a lethal poison and you desire to never let such a fate befall another. In this state, he may still use the power of microbe touch without issue. Do you like using your imagination? He can also enter cell form, a potent defense, acting as a living disease. 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. Sample Encounter: A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. In addition to all druidic spells, add the following spells to the biomancer's class list. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. 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. Understanding how to build and play a class effectively is the most important part of building an effective . False Life. How does the "touch" range work? Additionally, your weapons inflict an additional 1d8 poison damage. As an action, you may spend two or more microbe points. He may ignore racial prerequisites. Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? Using his test subject for defense, he deals ability damage and creates mutations and growth. Second, choose the scientist background. Steeling himself against the possibilities, a tired elf checks his notes one last time before opening the seals of two vials held in either hand. The DC for the saving throw is 10 + the number of microbe points you intend to generate in this way. A biomancer may experiment out of curiosity regarding the effects of a microbe on living subjects, mediums through which a disease could be cured, or chemicals capable of preserving living tissue indefinitely. Epic Biomancer Bonus Feat List: Armor Skin, Augmented Alchemy, Automatic Quicken Spell, Automatic Still Spell, Automatic Silent Spell, Blinding Speed, Damage Reduction, Energy Resistance, Enhance Spell, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Will, Extended Life Span, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Darkvision, Improved Heightened Spell, Improved Metamagic, Improved Spell Capacity, Multispell, Penetrate Damage Reduction, Permanent Emanation, Spell Knowledge, and Spell Opportunity. In addition, the animal gains a dim but palatable sentience over its fellow animals. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. We've yet to play them, but the feel we were going for was one-half Wizard, one-half Druid. Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. A deafened creature automatically succeeds on the save. The Replicator Class: Survival Requires Sacrifice. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. I can be rather unkempt and narrowly focused. Perhaps your character was afflicted with a deadly disease, surviving to become immune to it and curious as to why. If you fail an Intelligence ability check, you may use this feature to reroll the check with advantage. Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. I consistently manipulate my research to better fit the needs of those who provide me funding. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. This pattern repeats itself. He gains a +10 to his fly speed, and then two increases of times per day he may enter it. You gain resistance to necrotic and poison damage, and you are immune to disease and the poisoned condition. 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. Biomancers fit both the role of cleric and druid. Tip 2: Embrace Your Flexibility. Buildings or other structures not within the sphere are excluded from the effects. DnD 5e - Classes. . Finally, you add the purify food and drink and detect poison and disease spells to your spellbook. What if I fail my check - can I redo it? Health Check (Ex): A biomancer works with living things all the time. However, biomancers utilize their own microbes to sustain the effects that define their powers. Druidic Comforts. Like a wizard they also gain 2 spells known per level. 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. The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. Forever? Every saving throw against those effects is rolled with advantage. The creature must succeed on a Wisdom saving throw or be charmed for one round. To use unnatural empathy, the biomancer and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. 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. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. The area can be as small as a thirty-foot sphere or as large as a ninety-foot sphere. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. The capabilities of a biomancer correlate to their experimentation. This ability functions just like a Diplomacy check made to improve the attitude of a person. Body Vigor (Su): At 7th level a biomancer may stimulate their body into action. However, some druids may object to their modifications to nature, and his test subject's aberrant status. All of the following are class features of the Biomancer. 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 effects are typically permanent. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. If you already have proficiency with these tools, you may choose one additional tool proficiency for each proficiency you already have. The Scientific Method These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. So, is this an action? The target has disadvantage on ability checks made with the chosen ability. Simic Biomancer (Artificer) Biomancer's Pack. You may make a magical melee attack against a creature. You may not use this feature again until you have completed a short rest. 2nd-level conjuration. Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Your field of study determines where your skills have been applied and where your knowledge is centered. All allied creatures within the affected sphere are imbued with the natural magic used in the Biomancer's constant experimentation. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. 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. The attacker must roll with disadvantage against your cell body miss chance. Their Geomancy has them roll different die to randomize the outcome of their effect based on the world around them, these Geomancies have varying effects, though some are just different damage types. Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. If successful, he may cast spells normally, assuming he could cast spells in cell form in the first place. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. On a failure, they take 8d8 poison damage. You may not use this feature again until you have completed a long rest. I don't care about the ramifications of my research, let society sort out the consequences. Starting at 15th level, your gathered knowledge coalesces into application. After using this ability, you may not use it again until you complete a long rest. It is easy to find similarities between the two, but the academic and microscopic foci of the biomancer are clear distinguishing factors. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). Artificer: Biomancer. He can spread out this healing over several uses. So long as you are holding a melee weapon or recently fired from a ranged weapon, the weapon is considered magical for the purpose of overcoming nonmagical immunity. Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. It is rare for a biomancer to serve a deity. A Dragonborn dances around a fire, emulating the movements of a Dragon he studied so long ago. As a standard action, if a biomancer succeeds on a health check, he may figure out the number of hp a creature has remaining. If they do so, they immediately regain 2d10 hit points. While in this form, you may expend two microbe points as a reaction. Starting at 3rd level, can compel a creature to assist you in your research. Rapid Recovery (Su): A biomancer knows how to manage their body. Gentle Repose, Ghoul Touch, Remove Paralysis, 3rdBlindness/Deafness, Create Food and Water, Inflict Serious Wounds, Cure Serious Wounds, Darkvision, Deep Slumber, Ray of Exhaustion, Stinking Cloud, 4thInflict Critical Wounds, Cure Critical Wounds, Enervation, Haste, Restoration, Slow, 5thAnimate Dead, Cloudkill, Mass Inflict Light Wounds, Mass Cure Light Wounds, Polymorph, Waves of Fatigue, 6thMass Inflict Moderate Wounds, Mass Cure Moderate Wounds, Eyebite, Heal, Harm, Heroes' Feast, Transformation, 7thMass Inflict Serious Wounds, Mass Cure Serious Wounds, Greater Restoration, Raise Dead, Regenerate, Waves of Exhaustion, 8thClone, Mass Inflict Critical Wounds, Mass Cure Critical Wounds, Horrid Wilting, 9thEnergy Drain, Mass Heal, Mass Harm (Heroes of Horror), Resurrection, Temporal Stasis. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. Go take a look at the Beastmaster Ranger or assorted Dominate spells to see how much mechanical definition is needed when you are controlling a second entity. At Higher Levels. Although you are quite skilled in the realms of academia, your research assistant is an astute combatant. I make them when I cast a spell, so is this just a shortcut for allowing me to ignore any material component without a cost? False Life. It speaks in a language of your choice that you comprehend. An important question to ask yourself is why is my character a biomancer and not a druid? All empathy extends to 100 ft. All of the notes taken by a Biomancer may be found in this desk, even if taken on parchments or notebooks that were otherwise lost or destroyed (unless destroyed by magical means). The penalty lasts for 1 minute/level. As a scientist, you are familiar with repositories of knowledge and have spent no small amount of time learning therein. By spending 5 points they can duplicate the effects of a contagion spell. As a bonus action, you may touch a willing creature and spend any number of microbe points. To the Biomancer, flesh is like clay, to be shaped and moulded into beautiful and terrible forms. The materials you use to create biohacks are inert until you activate them. (a) a quarterstaff or (b) any simple ranged weapon. 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. On a success, they take half as much damage. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. 10-12 HD: +2 ability score bonus increase, 16-18 HD: +2 ability score bonus increase. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. A large wooden desk (type and build determined by the caster) is conjured with a seat of the same type. If you are attacked by a creature within 50ft of you, you may expend 5 microbe points. 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. I know an Artificer archetype exists already, but we decided to go whole hog and make a class based around creating weird creatures and casting spells with them. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. The Biomancer may spend a Long Rest performing an experiment. Is this supposed to indicate that I can use the Help action at range? The smell of rotten blood and broken bones, the squelching sound of repurposed muscle, the disgusting visage of creations that violate the sanctity of what should be considered living.

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