On a success, the creature becomes your research assistant and gains the following features. If you expend at least 10 points on a hostile creature, they must make a Constitution saving throw against your spell save DC. 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. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. On a success, they take half as much damage. Area effect spells still function as normal. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. If they do so, the next attack against the creature has advantage. Tool Proficency With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. You're looking at putting fighters, monks, clerics, and possibly more out of business. I can be rather unkempt and narrowly focused. Sample Encounter: A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. 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. You gain a pool of points equal to half of your maximum hit points. 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. You now have double your proficiency with the Medicine and Nature skills. You are immune to being aged magically. Additionally, you gain advantage on saving throws against poison or disease effects. 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. There are very very very few creatures with 1 HD. If they do so, they immediately regain 2d10 hit points. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. Based on the earlier Biomancer (3.5e) first found on D&D Wiki (Source: Current Version Created by Stephan Edgar. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. 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. Classes are the mechanical heart of characters in Dungeons and Dragons. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. Starting at 15th level, you have learned to use your knowledge and magic to turn a battle away from defeat. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. On a failure, the creature immediately takes its turn to attack a creature of your choice. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. 10-12 HD: +2 ability score bonus increase, 16-18 HD: +2 ability score bonus increase. The materials you use to create biohacks are inert until you activate them. Buildings or other structures not within the sphere are excluded from the effects. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. (a) a quarterstaff or (b) any simple ranged weapon. [H] = Homebrew Spell[R] = Ritual Spell These microbes intensify the damage that you do to the creature. As he winces in suppressed agony, glowing blue spores emanate from the man's chest and descend upon his allies. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. You may not use this feature again until you complete a short rest. Casting the spell doesn't remove it from your list of prepared spells. If not, then why do I make mutations permanent? Unwilling targets get a Fortitude save, DC 10 + class level + Int. The Replicator Class: Survival Requires Sacrifice. Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. If you cast a spell in this way, the spell does not consume a spell slot and functions as normal. All empathy extends to 100 ft. Most of my work goes to support the university where I studied. Biomancers fit both the role of cleric and druid. False Life. The halfling girl standing before him disperses into a cloud of sickly green spores. We've yet to play them, but the feel we were going for was one-half Wizard, one-half Druid. 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. As before, the creature must still be a living target. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. "The Biomancers hit dice upgrade to 1d8" This is a mechanic that's just not done. If you fail the save, you take half damage. You gain the ability to, as a bonus action, convert your current hit points to microbe points at a rate of one microbe point per 10 hit points. Is this supposed to indicate that I can use the Help action at range? If you do so, a cascade of microbes flows from you to up to five allies. This does not extend to attacks targeted specifically towards you. If you fail an Intelligence ability check, you may use this feature to reroll the check with advantage. This ability functions just like a Diplomacy check made to improve the attitude of a person. Forever? Flavor text, Stories, Images and/or Maps alone are not homebrew! An eligible creature must have a Combat Rating of 1 or lower, an Intelligence score of 5 or lower, and be friendly towards you. 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. I love the flavor, and I would definitely want to play this subclass. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. 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. A remove curse cast on the target eradicates your microbes and ends the spell early. https://docs.google.com/document/d/1aEPjdNwofmoASVQfDtCCGb946ayT7-AR1IZYrwHIS8g/edit?usp=sharing. If you do so, you may target one creature within 30ft of you and activate one of the following effects. You immediately choose how to distribute this pool among creatures within 50ft of you. A biomancer may turn the aura on or off as a swift action. You use your Wisdom whenever a spell refers to your spellcasting ability. Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. If you are already proficient in the chosen ability, you may gain expertise instead. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. To make the creature subservient, it must not be hostile to you. A biomancer must stay within one step of his sworn alignment, or lose his spellcasting powers, class abilities, and test subject. Health Check (Ex): A biomancer works with living things all the time. Full casters can't do that. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. 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. $3.50. The effects are typically permanent. Why are the creatures Tiny if that doesn't, in any way, alter their stats? Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. If they succeed, 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. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune system. You can't increase an ability score above 20 using this feature. The creature must succeed on a Wisdom saving throw or be charmed for one round. When all of the effects are terminated, the overall spell ends. If you do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. In fact, biomancers often outright abhor those who have sworn to a code differing from their own. 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. Cell Cloud (Ex): A biomancer's cell form becomes more hazy and difficult to strike. 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. Adherants to the Code of Volition long to see their wills made manifest. 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. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. 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. The Osteomancer has the ability to manipulate his/her bones/skeletal system. In addition to all druidic spells, add the following spells to the biomancer's class list. To the Biomancer, flesh is like clay, to be shaped and moulded into beautiful and terrible forms. You regain all expended spell slots when you finish a long rest. If you are attacked by a creature within 50ft of you, you may expend 5 microbe points. Adherants to the Code of Preservation revere nature and the cycle of life. 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. Please offer and critique and constructive feedback! Cell Form: At 21st level and every two levels beyond, a biomancer's cell form improves. Artificer: Biomancer. 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. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. Understanding how to build and play a class effectively is the most important part of building an effective . At Higher Levels. You have things like feature fall and stinking cloud in the list. If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. All of the following are class features of the Biomancer. Lastly, your experience with the magic of life has expanded your potential for knowing spells. 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). Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. Please read the rules before posting. Classes de 5e (cinqui me) et 4e (quatri me). 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 The magic of a biomancer is curious in form. He may also spread to another person by touch without becoming visible again, at the same saving throw. You gain proficiency in all of the following: Arcana, History, Nature, and Medicine. Its power also increases as he levels. Where do t . 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. 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. They may apply the penalty to any ability score they see fit. Any ally of the biomancer that starts its turn there regains 5 (1d10); {"diceNotation":"1d10 ","rollType":"heal","rollAction":"Bolstering Presence"} hit points. Biomancer spells are oriented on the manipulation of the organic. Starting at 18th level, you have tinkered with the biological clock inside you to such a degree that you cease to age. Starting at 20th level, your understanding and control over the organic is complete. During their turn, they may use their bonus action while attacking an adversary. In this state, he may still use the power of microbe touch without issue. Evil biomancers find few friends, and strike off on mad solo pursuits to discover the latest vile plague. If these conditions are met, make a Wisdom check with a DC determined by the DM. All spells which affect animals now instead affect aberration. Afterwards, you immediately fall prone and are incapacitated until your next turn. 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