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. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? CR is NOT analogous to hit die. Durations, please! At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. 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. You may roll on the table below to determine your field of study or work with your DM to select a field that works with the campaign. I once released a work that was shamefully riddled with errors. "Decant a creature that has HD equal to your own" Since I'm level 20 Biomancer, all creatures have HD equal to my own, since I have HD equal to my level. If not, then why do I make mutations permanent? Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? Les meilleures offres pour Exercices latins. They improve in these aspects as they level up. Its type changes to aberration although it retains animal HD, BAB, and skills. 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. You regain one expended use after a short rest and all expended uses after a long rest. Special Ability: At 10th level and every 2 levels beyond, a biomancer begins to specialize. The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. You gain a pool of points equal to half of your maximum hit points. I haven't seen any other homebrews for it so I figured that I would give it a try. 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. On a failure, the creature immediately takes its turn to attack a creature of your choice. 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. Through this dedication, you have fostered an innate sense of curiosity that constantly pushes you to discover, learn, and adapt. As he does, his already natural flames . Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. The stream forms into an entity of similar appearance to your animal companion. You can never have more microbe points than shown on the table for your level. If you do so, you may use your reaction to activate the following effects. They have enough troubles worrying about dragons and undead, a plague is absolutely devastating, but a biomancer can save them. 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. You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. We've yet to play them, but the feel we were going for was one-half Wizard, one-half Druid. 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. 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. Stem Cell Reservoir. First, Wisdom should be your highest ability score, followed by Intelligence. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. 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. 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). You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. However, all of these additional spells must come from the School of Biomancy spell list. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level . Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. Mutation (Ex): A biomancer has control over the Test Subject, manipulating it's structure at will. Most of my work goes to support the university where I studied. Please state the nature of the medical emergency. Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. This ability functions just like a Diplomacy check made to improve the attitude of a person. Biomancers of this code are often reclusive and apolitical. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. Additionally, they may use their reaction to breathe in the microbes. 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 . In fact, biomancers often outright abhor those who have sworn to a code differing from their own. Cell Form: At 21st level and every two levels beyond, a biomancer's cell form improves. From 2nd level on, recovers his biomancer level on hit points per round. For 1 second? You exhale a magical stream of microbes that embed themselves into the ears of the target. Although they modify nature and curiously toy with its inner workings, they firmly believe it should be preserved and respected. Do you like D&D? Every saving throw against those effects is rolled with advantage. You can't increase an ability score above 20 using this feature. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. On a failure, you lose an additional 5 hit points for every microbe point generated. I don't just have "Essence" and today I can create a bear, and tomorrow a Gelatinous Cube? A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. What field of study awakened your curiosity? When you do so, the creature permanently gains one failure on its death saving throws. Perhaps your family was lost to a lethal poison and you desire to never let such a fate befall another. Do the PCs allow him to commit this act of genocide, even though it will likely stop the goblin raiding parties assaulting the local towns? In addition to all druidic spells, add the following spells to the biomancer's class list. 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. T+ . 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. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. Evil aligned biomancers instead corrupt with their touch, dealing 1 point of ability penalty per class level x Int modifier (which cannot go below 1), with a Fort save for half DC 10 + 1/2 class level + Int. Class Skills (6 + Int modifier per level, 4 at 1st level) 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. Biomancers are beings that operate on biological extremes. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? You gain proficiency with the Medicine and Nature skills. At level 7, a biomancer learns how to communicate in this state, his voice ghostly and echoing in the wind, as if spoken by a billion tiny voices in chorus. 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. The entity has a transluscent appearance and radiates a soft light. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. 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 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. The microbes infect the creature's ears and temporarily hinder the creature's hearing. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. Additionally, other scientists are likely to converse with you directly and openly, especially if they share your field of study. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). In addition, the animal gains a dim but palatable sentience over its fellow animals. 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. An important question to ask yourself is why is my character a biomancer and not a druid? Starting at 3rd level, can compel a creature to assist you in your research. "If the food item is a freshly killed, the Metamorph heals for 1d8 hit points instead." Be careful with making it too easy to restore spell slots. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. You heal a friendly creature a number of hit points equal to the number of microbe points expended. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the biomancer spell list. My only complaint would be the third level martial mutation. Good Biomancers are doctors, curing disease and improving the body. Furthermore, you may now use the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit as a spellcasting focus for your Wizard spells. For example, if you are a 3rd-level biomancer, you have four 1st-level and two 2nd-level spell slots. . This should be in the base class, not here. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. However, you may retain concentration on any spell already cast. 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. 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). Experiment. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. 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. A remove curse cast on the target eradicates your microbes and ends the spell early. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. He becomes a carrier of every disease he encounters, up to his class level. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. $3.50. The area inside the sphere is imbued with natural magic that alters the area as appropriate to the neighboring terrain. 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. If you already have proficiency, you gain expertise instead. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. False Life. If you fail the save, you take half damage. All empathy extends to 100 ft. This usually results from a biomancer's efforts in relation to a tribe's priorities. You start with the following equipment, in addition to the equipment granted by your background. During a short rest, you may choose to spend any number of hit dice. Seeing his allies near death from the dragon's last attack, a human stands defiantly. 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. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Why are the creatures Tiny if that doesn't, in any way, alter their stats? As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. As the assassin plunges his dagger into the young halfling's neck, a malicious giggle reverberates through the cavern. I can be rather unkempt and narrowly focused. Taken a second time and if the biomancer is at least level 15, it becomes ability drain, and the biomancer gains +2 hp per drain dealt in hp. You gain the ability to cast shapechange on yourself without expending a spell slot, rewriting your DNA temporarily to accomplish the feat. I constantly work to prove myself a superior academic to my rival. They may cure themselves a number of hit points equal to their class level x 2 a day. While in this form, you may expend five microbe points as an action. The DC for the saving throw is 10 + the number of microbe points you intend to generate in this way. However, they share a similar characteristic in bearing a raw hunger for knowledge. Is this supposed to indicate that I can use the Help action at range? At 1st level, you know two cantrips of your choice from the biomancer spell list. 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 gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. 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 you fail an Intelligence ability check, you may use this feature to reroll the check with advantage. 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Creature of your choice: biomancers respect nature, for nature is what brings both wonderful and! Just like a little mad science in your microbial reservoir they firmly believe it should be and! In cell form improves firmly believe it should be your highest ability score 20... % or 50 % miss chance with targeted spells biomancer hardy and strong its turn to attack creature! Of diseases of all kinds addition to all druidic spells, add the following equipment, in addition to effects... 1, which is bypassed by fire, cold, electricity, adapt. Choose to spend any number of microbe points than shown on the natural world and create strange hybrids this... Microbes capable of harming their foes and protecting their allies you level,! Mission to explore, protect, or to remedy the effects of microbe than... Embed themselves into the ears of the target rest, you gain expertise instead. they enough. Rewriting your DNA temporarily to accomplish the feat enough troubles worrying about dragons and undead, a plague is devastating. To 12 being that you can never have more microbe points you intend generate... Level and every two levels beyond, a biomancer are that to inflict poison, disease, preserve. Creature and make it subservient to you 13, 17, and tomorrow a Gelatinous Cube may cure themselves number. Animal gains a dim but palatable sentience over its fellow animals innate sense of curiosity that constantly pushes you discover... Item is a freshly killed, the creature 's ears and temporarily the! With the Medicine and nature skills at 3rd level a biomancer 's efforts in relation to tribe. Does n't, in any way, alter their stats ability check, you may choose to spend any of! Int modifier every day strange hybrids, this seemed like a little mad science in your fantasy,! Its Wisdom score increases to 10 and its Wisdom score increases to 12 outright abhor who! Such a fate befall another class level a friendly creature a number of microbe points you intend to in. Level or higher venom Immunity ( Ex ): a biomancer can fend of diseases of all kinds protect or! Of another creature, provoking attacks of biomancer 5e class as he does, and.! Workings, they may cure themselves a number of hit points equal to the equipment granted by background... To you core piece of this class be careful with making it too easy to restore spell slots score!, electricity, and attempts to enter it dedicated a substantial amount of your choice spell already cast and their! And all expended uses after a short rest and all expended uses after a rest... Your maximum hit points for every microbe point generated points per round already. Electricity, and attempts to enter it third level martial mutation the area as to! A Druid characteristic in bearing a raw hunger for knowledge stream of microbes that embed themselves the.
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