Biomancer spells are oriented on the manipulation of the organic. At 1st level, you create a Biomancer's Pack, a magical bag of tools and reactants that can be used to create mutagens. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. Biomancers may choose spells that appear on the druid spell list. When the creature would dies, you are capable of bringing it back to life after eight hours of meditation and study. Second, choose the scientist background. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. You're looking at putting fighters, monks, clerics, and possibly more out of business. 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. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? 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 . Biomancers of this code are capable of self-sacrifice in protection of nature and their allies. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. First, Wisdom should be your highest ability score, followed by Intelligence. Though I am gifted in knowledge, I do not quite understand social norms. A tribe that prioritizes the sanctity of nature as it is will likely shun a curious and experimenting biomancer. PDF. 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. Classes are the mechanical heart of characters in Dungeons and Dragons. Casting the spell doesn't remove it from your list of prepared spells. 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. 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. 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 He may also spread to another person by touch without becoming visible again, at the same saving throw. Forever? We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? How long do they last? 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. 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 use your reaction to impose disadvantage on any magical attack that you can see. You regain expended uses of this feature after completing a long rest. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). Seeing his allies near death from the dragon's last attack, a human stands defiantly. You regain one expended use after a short rest and all expended uses after a long rest. This should be in the base class, not here. Although you are quite skilled in the realms of academia, your research assistant is an astute combatant. Adventure + STL Giveaway! A biomancer can also use this ability to influence an aberration with an Intelligence score 3 and above, but he takes a 4 penalty on the check. WIP The Biomancer, a 5e Spellcasting Class 5e Workshop Hi, folks A buddy of mine and I are experimenting with making a class based off of Magic the Gathering's Simic Biomancers. Starting at 6th level, your body has become accustomed to poisons and diseases and you have built up biological countermeasures to each. He may ignore racial prerequisites. An important question to ask yourself is why is my character a biomancer and not a druid? Biomancer's Desk. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. You also change your list of prepared spells when you finish a long rest. 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). https://docs.google.com/document/d/1aEPjdNwofmoASVQfDtCCGb946ayT7-AR1IZYrwHIS8g/edit?usp=sharing. Most of your features lack enough definition to be useful, and what mechics are present are so permissive that this class is HIGHLY abuse able. I don't care about the ramifications of my research, let society sort out the consequences. Once you have used this feature, you may not use it again until you have completed a long rest. Up to 5 points of damage done by an attack against a creature with regeneration is treated as having bypassed the creature's regeneration ability. Until the spell ends, whenever you or a creature you can see moves into the entity's space for the first time on a turn or starts its turn there, you can cause the entity to restore 1d6 hit points to that creature (no action required). Finally, you add the purify food and drink and detect poison and disease spells to your spellbook. For the next minute, they are immune to all poison damage and automatically succeed on saving throws against poison. "The Biomancers hit dice upgrade to 1d8" This is a mechanic that's just not done. What if I fail my check - can I redo it? In an instant, he consumes the contents of both vials and braces for the consequences. Factors such as morality are inherently irrelevant. If they fail, each hostile creature takes 8d8 poison damage that negates resistance. 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. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. 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? 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. You cast the spell without expending a spell slot or needing to provide material components. Rapid Recovery (Su): A biomancer knows how to manage their body. You exhale a magical stream of microbes that embed themselves into the ears of the target. On a failure, the creature may not be targeted in this way for 24 hours. 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. You have things like feature fall and stinking cloud in the list. Sample Encounter: A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. I love the thrill of a heated argument and will seize upon any excuse to initiate one. Re-skinned Dissonant Whispers. You immediately choose how to distribute this pool among creatures within 50ft of you. At later levels, your cell body feature improves as follows. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. To change poison types, a biomancer must spend 24 hours flushing the first venom from his body before consuming 3 more new doses. Free Healing is always bad. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. [H] = Homebrew Spell[R] = Ritual Spell As the assassin plunges his dagger into the young halfling's neck, a malicious giggle reverberates through the cavern. The area inside the sphere is imbued with natural magic that alters the area as appropriate to the neighboring terrain. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. The process of this conversion is painful, and you must make a Constitution saving throw. When they are performing regular tasks and not expending their microbes, the efficiency of their bodies allows them to go for extended periods of time without nutrition. When creating a biomancer, consider why they have such a thirst for knowledge. Youthful Body (Ex): The biomancer's body becomes able to endure the test of time. Biomancer Spells. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time. You gain the ability to cast shapechange on yourself without expending a spell slot, rewriting your DNA temporarily to accomplish the feat. Lastly, your experience with the magic of life has expanded your potential for knowing spells. However, some druids may object to their modifications to nature, and his test subject's aberrant status. False Life. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. They have enough troubles worrying about dragons and undead, a plague is absolutely devastating, but a biomancer can save them. You immediately gain a charge of cell body and transform. Please state the nature of the medical emergency. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. Welcome to /r/DnDHomebrew! Regardless of the area, the sphere is well-lit and provides fresh water, enough food to sustain each inhabitant for 24 hours, and conditions for a comfortable Long Rest. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. Do you like D&D? I constantly work to prove myself a superior academic to my rival. During a short rest, you may sacrifice a number of hit points equal to half of your familiar's maximum hit points. By the 6th Level, you have attained a subtle mastery over the skills and tools of your trade. As a scientist, you are familiar with repositories of knowledge and have spent no small amount of time learning therein. As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. The magic is fueled by a menagerie formed by the arcane and the life force of the biomancer. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. Their expertise and powers are of microbes, spores, and the building blocks that make up nature's most wondrous creations. 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. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. Two political factions vie for power against one another, framed in a bizarre world of evolutionary research, where biomancers research to improve life . 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 ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. RPGBOT April 20, 2021. Starting at 10th level, you unlock the ability to channel your magic into inorganic compounds. 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. A biomancer may turn the aura on or off as a swift action. With a simple command, a creature that you can see within range absorbs the microbes. The Scientific Method 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. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. 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. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. 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. During a short rest, you may choose to spend any number of hit dice. You regain all spent microbe points when you finish a long rest. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far away from you as possible. Skill Selection: Pick a number of skills equal to 4 + Int modifier. As the spores envelop him, the assassin clutches his chest as blood spews forth from his mouth. This class is a definitely one of the more complicated I've come up with - I had to read up on a lot of rules on Spell Ranges, the difference between Natural Weapons and and Unarmed Strikes, how D&D monsters are put together. Be careful with making it too easy to restore spell slots. He can select from the list below. The magic of a biomancer is curious in form. You can cast a biomancer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Biological Awakening: At 20th level a biomancer has played with the building blocks of complex life for so long than his studies have forever changed him. In a forest, the area is lit with fireflies and wooden hammocks descend from nearby trees. To make the creature subservient, it must not be hostile to you. The attacker must roll a Wisdom saving throw against your spell save DC. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. Your field of study determines where your skills have been applied and where your knowledge is centered. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. You gain resistance to necrotic and poison damage, and you are immune to disease and the poisoned condition. An eligible creature must have a Combat Rating of 1 or lower, an Intelligence score of 5 or lower, and be friendly towards you. 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. The Flux Adept gains abilities that gives the character the ability to manipulate the body. All spells which affect animals now instead affect aberration. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. If you already have proficiency with these tools, you may choose one additional tool proficiency for each proficiency you already have. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Like a druid, a biomancer may gain a new subject with 24 uninterrupted hours. It speaks in a language of your choice that you comprehend. Biomancers fit both the role of cleric and druid. Flavor text, Stories, Images and/or Maps alone are not homebrew! In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. On a success, they take half as much damage. By consuming 3 doses of the desired venom, the biomancer may use a move action to deal 1 point of damage to himself, bleeding and thus imbuing the weapon with the appropriate poison. Their goals are usually centered on the fulfillment of a vision for their own destiny. If the caster does not roll to attack, you instead gain advantage on the saving throw. Biomancer Spells You may spend an additional two microbe points to impose disadvantage on the saving throw. Evil-aligned biomancers, on the other hand, utilize their powers for malicious purposes and bend nature to the furtherance of their agenda. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. 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