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. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? Every saving throw against those effects is rolled with advantage. You may use the Microbe Touch feature unabated. A biomancer who ceases to follow his sworn code of ethics can lose access to his spellcasting ability, test subject, and supernatural class abilities, and cannot gain levels until they atone for their crime using the appropriate spell. Good Biomancers are doctors, curing disease and improving the body. 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. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Seeing his allies near death from the dragon's last attack, a human stands defiantly. If you are attacked by a creature within 50ft of you, you may expend 5 microbe points. 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). So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? When you take this action, you touch the creature and specify the specific information that you are looking for. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. 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). You gain proficiency with the Medicine and Nature skills. The creatures regain 1d10 hit points per half hour spent in the sphere. Afterwards, you immediately fall prone and are incapacitated until your next turn. Slowly, they get to their feet and ready themselves with renewed vigor. Special Ability: At 10th level and every 2 levels beyond, a biomancer begins to specialize. The halfling girl standing before him disperses into a cloud of sickly green spores. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. However, you may retain concentration on any spell already cast. If the creature fails, it takes poison damage equal to the spent microbe points multiplied by your Wisdom modifier (minimum of 1) and is considered poisoned. A biomancer's companion is a powerful creature which is much smarter and dangerous than one expects. 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). I love to travel wherever my studies take me. A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. This version is so rough that I literally have no idea what it's supposed to be? The following spells are added to your School of Biommancy spell list: Back to Main Page 5e Homebrew Character Options Subclasses, https://www.dandwiki.com/w/index.php?title=School_of_Biomancy_(5e_Subclass)&oldid=1575460. Alternatively he may figure out the number of HD a creature possesses. Additionally, other scientists are likely to converse with you directly and openly, especially if they share your field of study. 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. At 9th level a biomancer can pass into and transmit through bodies of water as if it were air, literally infecting it. Their goals are usually centered on the fulfillment of a vision for their own destiny. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Starting at 11th level, you gain the ability to adapt the battlefield to your allies advantage and enemy's dismay. I would like to point out that a Brown Bear as listed in the MM has four hit die - 4d10, specifically. Full casters can't do that. 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. I generally prefer the comforts and isolation of my study/lab. Version 2.7.4. Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. 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. Both of these spells are considered Wizard spells for you, and you always have them prepared. You learn additional biomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table. On a success, you establish the creature as your aide and it gains the following features. 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. 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. The entity has a transluscent appearance and radiates a soft light. You regain all expended spell slots when you finish a long rest. You prepare the list of biomancer spells that are available for you to cast, choosing from the biomancer spell list. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. The creature gains resistance to all poison and disease effects. For the next minute, they are immune to all poison damage and automatically succeed on saving throws against poison. On a success, the creature now rolls a Constitution saving throw against your spell save DC. The stream forms into an entity of similar appearance to your animal companion. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened for one round. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. In fact, biomancers often outright abhor those who have sworn to a code differing from their own. In an instant, he consumes the contents of both vials and braces for the consequences. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. 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. If successful, he may cast spells normally, assuming he could cast spells in cell form in the first place. Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. Magic Resistance. 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. Scientists come in many forms, but they are cut from the same fabric of curiosity, experimentation, and discovery. I haven't seen any other homebrews for it so I figured that I would give it a try. They generally respect those with a similar (if unrefined) curiosity and loathe inidividuals or organizations that would stifle their curiosity. If you do so, the hit points that must be sacrificed is reduced by five for every microbe point spent. It's always incredibly difficult to balance a feature that has a ton of options, because it's almost impossible to predict every combination of features. A biomancer must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. Perhaps your character was afflicted with a deadly disease, surviving to become immune to it and curious as to why. Biomancer's Desk. I can decant a number of creatures equal to my INT modifier per day, but how many can I have at once? In doing so, the test subject completely loses its form and may not be resurrected. Forever? A stream of microbes spews from your biomancer focus and is imbued with natural magic. Pyromancer. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. 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. If you do so, the familiar comes back to life with 1 hit point. What have you spent your life researching or studying? Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. 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. 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. While in this form, you may expend five microbe points as an action. Tip 2: Embrace Your Flexibility. All spells which affect animals now instead affect aberration. If they succeed, they take half as much damage. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. It speaks in a language of your choice that you comprehend. Alternatively, you may expend 5 microbe points to cure a willing creature of blindness or deafness. T+ . 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 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. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Do you like using your imagination? [C] = Concentration Spell, 1st-level enchantment. While your race and background carry equal weight in who your character is, your class defines what your character does. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. To make the creature subservient, it must not be hostile to you. Classes de 5e (cinqui me) et 4e (quatri me). Even some paladin classes may be acceptable, and the Microbe Touch may substitute as Lay on Hands for requirements. 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. Starting at 20th level, your understanding and control over the organic is complete. The biomancer makes a concentration check against 10 + the enemy HD. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. 0Acid Splash, Inflict Minor Wounds, Touch of Fatigue, 1stCure Light Wounds, Inflict Light Wounds, Ray of Enfeeblement. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. 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. If an attack meets or exceeds your AC while in Cell Body, roll a d20. My work is my life, everything else is a distraction! Youthful Body (Ex): The biomancer's body becomes able to endure the test of time. Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. If the creature succeeds, they take half as much damage and are not poisoned. Please offer and critique and constructive feedback! "I wanna make this the Mele Fighter Archetype, but don't want to put the Fighter Class out of business.". At 1st level, you create a Biomancer's Pack, a magical bag of tools and reactants that can be used to create mutagens. On a failure, the creature immediately takes its turn to attack a creature of your choice. 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. Hit Dice: 1d8 per biomancer levelHit Points at 1st Level: 8 + your Constitution modifierHit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per biomancer level after 1st, Armor: Light armor, medium armorWeapons: Daggers, quarterstaffs, shortswords, longbows, simple ranged weaponsTools: Herbalism kit, poisoner's kitSaving Throws: Constitution, Intelligence Test Subjects follow the progress and abilities of a druid's animal companion exactly, with the following changes. This pattern repeats itself. 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 also change your list of prepared spells when you finish a long rest. It drives them to understand the basic building blocks of life, and what it means to be a living creature. There are very very very few creatures with 1 HD. 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. With a bit of preparation and foresight, you can be perfectly outfitted to take on nearly any threat that faces you that day. If you do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. On a failure, the creature may not be targeted in this way for 24 hours. What if I fail my check - can I redo it? PDF. You may not use this feature again until you complete a long rest. Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. The Biomancer. Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. You may not use this feature again until you have completed a short rest. What happens after the charm wears off? The spells must be of a level for which you have spell slots. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. Once you have used this feature, you may not use it again until you have completed a long rest. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Do you like D&D? Like a wizard they also gain 2 spells known per level. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. 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. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. So, is this an action? You gain advantage on all perception checks, your passive perception raises to 20, and you cannot be surprised. You may not use this feature again until you have completed a long rest. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Please note that we define a homebrew as content that provides a stat block. As the assassin plunges his dagger into the young halfling's neck, a malicious giggle reverberates through the cavern. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. Additionally, your weapons inflict an additional 1d8 poison damage. He can select from the list below. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. Unwilling targets get a Fortitude save, DC 10 + class level + Int. Artificer: Biomancer Specialty | A Flesh Weaving Subclass to Augment Your Body and Playstyle for DnD 5th Edition - UnearthedArcana More like this Dungeons And Dragons Classes Dnd Dragons Dungeons And Dragons Characters Dungeons And Dragons Homebrew Dnd Characters Fantasy Characters D D Character Ideas Fantasy Character Design Character Concept Minor Wounds, Touch of Fatigue, 1stCure light Wounds, Inflict light Wounds, light... Light Wounds, Touch of Fatigue, 1stCure light Wounds, Ray of Enfeeblement it drives them understand... Point spent 5 tomorroe, and test subject appearance to your allies advantage and enemy 's dismay for it I... 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