This version is so rough that I literally have no idea what it's supposed to be? I would go to any ends to make a breakthrough. 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 can also enter cell form, a potent defense, acting as a living disease. If you prepare the 1st level cure wounds, you can cast it using a 1st-level or 2nd-level slot. Please read the rules before posting. 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. Biomancer Spells The Biomancer table shows how many spell slots you have to cast your spells of 1st level or higher. Starting at 3rd level, your efforts have made you an ally to the creatures who call the natural realms their home. Once activated, they can be used to create any biohacks you know. Once you have used this feature, you may not use it again until you have completed a long rest. For example, if you are a 3rd-level biomancer, you have four 1st-level and two 2nd-level spell slots. This ability functions just like a Diplomacy check made to improve the attitude of a person. While other wizards can use Biomancy spells, they lose their proficiency bonus due to the strangeness of the magic. Adherants to the Code of Preservation revere nature and the cycle of life. If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. A biomancer must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. Biomancers are casters, ultimately. What happens after the charm wears off? The creatures regain 1d10 hit points per half hour spent in the sphere. 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. A biomancer may want to know what makes things tick and how things work. Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. You can never have more microbe points than shown on the table for your level. A successful Heal check reveals what kind of poison the creature possesses. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. 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 This supplement includes 4 subclasses, 11 new spells, and 3 new backgrounds. Like a druid, a biomancer may gain a new subject with 24 uninterrupted hours. 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 generally respect those with a similar (if unrefined) curiosity and loathe inidividuals or organizations that would stifle their curiosity. The biomancer magically emanates life-giving energy within 30 feet of itself. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. I generally prefer the comforts and isolation of my study/lab. I can be rather unkempt and narrowly focused. 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. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. I love to travel wherever my studies take me. 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. Poison Use: A biomancer often handles dangerous chemicals in his study. 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. Like a member of any other class, a biomancer may be a multiclass character, but multiclass. What field of study awakened your curiosity? I picked biomancer, it sounded awesome. As the spores envelop him, the assassin clutches his chest as blood spews forth from his mouth. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. 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. At 2nd level he can judge the general condition of a living creature with a Heal check. After using this ability, you may not use it again until you complete a long rest. Doctor, biologist, biohazard, and more. Classes are the mechanical heart of characters in Dungeons and Dragons. Artificer: Biomancer. If you are attacked by a creature within 50ft of you, you may expend 5 microbe points. Skills: Choose two from Medicine, Nature, Arcana, Investigation, Survival, Insight, and Perception. The source of his alien creations is not study into the workings of life, but channeling mad powers from the Far Realm. If you do so, you may target one creature within 30ft of you and activate one of the following effects. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + Int. In one, a disease that has plagued the village for months. 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. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. They improve in these aspects as they level up. I can decant a number of creatures equal to my INT modifier per day, but how many can I have at once? However, you may retain concentration on any spell already cast. In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. Lastly, your experience with the magic of life has expanded your potential for knowing spells. Mutation (Ex): A biomancer has control over the Test Subject, manipulating it's structure at will. I once released a work that was shamefully riddled with errors. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. Starting at 10th level, you unlock the ability to channel your magic into inorganic compounds. The biomancer has advantage on saving throws against spells and other magical effects. These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? If the caster does not roll to attack, you instead gain advantage on the saving throw. RPGBOT April 20, 2021. 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. 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. You gain the general condition of the creature, if it is alive, wounded, dead, or under some biological status, as well as any conditions it is under, such as diseased or poisoned. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. Even some paladin classes may be acceptable, and the Microbe Touch may substitute as Lay on Hands for requirements. Charisma and Wisdom both help key skills employed by the Biomancer. The attacker must roll a Wisdom saving throw against your spell save DC. ALWAYS. You are immune to being aged magically. What if Dr. Frankenstein or Dr. Moreau could manipulate the Weave? Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. However, they share a similar characteristic in bearing a raw hunger for knowledge. So the number of mutations is the only difference. Health Check (Ex): A biomancer works with living things all the time. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. 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. Area effect spells still function as normal. The magic of a biomancer is curious in form. Another essential aspect is to understand why you have undergone the adventuring lifestyle. All of the following are class features of the Biomancer. Biomancers of this code are often reclusive and apolitical. Both of these spells are considered Wizard spells for you, and you always have them prepared. Create an account to follow your favorite communities and start taking part in conversations. They heal with the best of them and can protect a party from harm even better than a cleric at times. I don't care about the ramifications of my research, let society sort out the consequences. Why are the creatures Tiny if that doesn't, in any way, alter their stats? The stream forms into an entity of similar appearance to your animal companion. 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. However, all of these additional spells must come from the School of Biomancy spell list. 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. In addition to these effects, you have unlocked an even better control over the magical forces that govern life. Classes de 5e (cinqui me) et 4e (quatri me). Attacks made against you have the same chance to miss you as they would if you were in Cell Body. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. Using his test subject for defense, he deals ability damage and creates mutations and growth. 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. He can spread out this healing over several uses. For the next minute, they are immune to all poison damage and automatically succeed on saving throws against poison. If you do so, the target must make a Wisdom saving throw against your spell save DC as your microbes enter a creature's mind. Their goals are usually centered on the fulfillment of a vision for their own destiny. Durations, please! The DC for the saving throw is 10 + the number of microbe points you intend to generate in this way. The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. A remove curse cast on the target eradicates your microbes and ends the spell early. Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells. Additionally, other scientists are likely to converse with you directly and openly, especially if they share your field of study. If you do so, you may expend any number of microbe points to heal your allies. Re-skinned Healing Spirit. You may affect additional creatures this way by expending two microbe points for every creature you target. 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. 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. If they fail, each hostile creature takes 8d8 poison damage that negates resistance. The effects are typically permanent. This pattern repeats itself. Is this supposed to indicate that I can use the Help action at range? 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. The entity has a transluscent appearance and radiates a soft light. Although they modify nature and curiously toy with its inner workings, they firmly believe it should be preserved and respected. At 4th level a biomancer suffers no fumble chance of poisoning oneself when applying poison to a weapon. 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. 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 exhale a magical stream of microbes that embed themselves into the ears of the target. If you fail the save, you take half damage. Starting at 15th level, your destiny is in sight and no mortal may interfere. I constantly work to prove myself a superior academic to my rival. Second, choose the scientist background. If you do so, a cascade of microbes flows from you to up to five allies. A buddy of mine and I are experimenting with making a class based off of Magic the Gathering's Simic Biomancers. On a success, you establish the creature as your aide and it gains the following features. 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). Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. You may use your test subject to test diseases, poisons, and cures. 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. The creature must succeed on a Constitution saving throw against your spell save DC or be blinded for one round. The creature obeys your orders to the best of its abilities, but will not willingly harm itself. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. https://docs.google.com/document/d/1aEPjdNwofmoASVQfDtCCGb946ayT7-AR1IZYrwHIS8g/edit?usp=sharing. Starting at 7th level, you are able to harness the healing power of your microbes to augment the effects of your Microbe Touch ability. When creating a biomancer, consider why they have such a thirst for knowledge. Skill Selection: Pick a number of skills equal to 4 + Int modifier. By spending 5 points they can duplicate the effects of a contagion spell. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. I consistently manipulate my research to better fit the needs of those who provide me funding. The magic is fueled by a menagerie formed by the arcane and the life force of the biomancer. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. I have become spiteful at those who do not share my intelligence. Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. Alignment: Any Lawful. 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. Druidic Comforts. Cell Form: At 21st level and every two levels beyond, a biomancer's cell form improves. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? Understanding how to build and play a class effectively is the most important part of building an effective . They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. Stem Cell Reservoir. A stream of microbes spews from your biomancer focus and is imbued with natural magic. 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. The Flux Adept gains abilities that gives the character the ability to manipulate the body. 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. 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. All spells which affect animals now instead affect aberration. If an attack meets or exceeds your AC while in Cell Body, roll a d20. Every saving throw against those effects is rolled with advantage. Experiment. Adventure + STL Giveaway! Taken a second time and if the biomancer is at least level 15, they gain the ability to recreate the effect of regenerate for 10 points. Components: V S M (A small amount of alcohol or distilled spirits) Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. How long does it last? Additionally, you may spend four microbe points. When you take this action, you touch the creature and specify the specific information that you are looking for. Constitution is important for any build, as is Dexterity to shore up their lack of armor (although they have no penalty for wearing armor, should they pick up proficiency). They do not count towards your number of prepared spells. Alternatively he may figure out the number of HD a creature possesses. Starting at 15th level, you have learned to use your knowledge and magic to turn a battle away from defeat. The creature wholly obeys your orders to the best of its ability. While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. Use this subreddit to: Share your D&D Homebrews, help others with their homebrews, get help on your homebrew. Back to Main Page 3.5e Homebrew Classes Base Classes, https://www.dandwiki.com/w/index.php?title=Biomancer_(3.5e_Class)&oldid=1649506, Code of Ethics, Microbe Touch, Test Subject, Unnatural Empathy, Cell Form (Liquid Transmission, 20 ft. fly), Cell Form (Host Transmission, 30 ft. fly). Free Healing is always bad. Perhaps your family was lost to a lethal poison and you desire to never let such a fate befall another. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. He still requires the use of eschew materials to cast spells with material components, but is otherwise free to cast, even in gaseous form. . False Life. If the result is a 4 or less, the attack misses. 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 do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. You may not use this feature again until you have completed a short rest. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? 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. Starting at 18th level, you have tinkered with the biological clock inside you to such a degree that you cease to age. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. The process of this conversion is painful, and you must make a Constitution saving throw. Rapid Recovery (Su): A biomancer knows how to manage their body. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. Good Biomancers are doctors, curing disease and improving the body. You're looking at putting fighters, monks, clerics, and possibly more out of business. The microbes infect the creature's mind and substantially alter its disposition. This sort of feature is usually once/rest, or a capstone. You immediately gain seven microbe points. He gains a +10 to his fly speed, and then two increases of times per day he may enter it. Biomancers admire druids, as both of them are in touch with nature. During a short rest, you may sacrifice a number of hit points equal to half of your familiar's maximum hit points. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". Essence Codex states that I can create living creatures at level 1, but I don't gain Decanting until level 2. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Press question mark to learn the rest of the keyboard shortcuts. Re-skinned Dissonant Whispers. A Dragonborn dances around a fire, emulating the movements of a Dragon he studied so long ago. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. 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. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. Vers 1930. sont sur eBay Comparez les prix et les spcificits des produits neufs et d'occasion Pleins d'articles en livraison gratuite! Your cell body form immediately moves to the space around the attacker, engulfing it in spores. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. If they do so, they immediately regain 2d10 hit points. The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. Attacks against you have a chance to miss. 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). I'm confused as to how this differs from other creatures I decant? Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. The halfling girl standing before him disperses into a cloud of sickly green spores. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. 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. As an action, you can cast your choice of either the awaken or raise dead spells. 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. 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). On a successful save, the target takes half as much damage and doesn't have to move away. Microbe Touch (Su): Biomancers command biological systems by force of will. 1-3 HD: Share Spells, as the familiar ability of the same name. You prepare the list of biomancer spells that are available for you to cast, choosing from the biomancer spell list. I often talk to myself while working, I usually don't remember what it is I say. 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. [H] = Homebrew Spell[R] = Ritual Spell As a bonus action on your turn, you can move the entity 30 feet to a space you can see. Also, choose one ability when you cast the spell. A biomancer may turn the aura on or off as a swift action. Though I am gifted in knowledge, I do not quite understand social norms. He did a quick conversion from 3.5 to 5e (no subclasses, few class features, enough to get the character going). He can select from the list below. So I can create up to 3 cytoplasts at a time? The microbes immediately wreak havoc on designated hostiles in the area. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world.