Additionally, whenever you craft an item (magical or not) using the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit, it takes you a quarter of the normal time and it costs you half as much the usual gold in supplies. You immediately gain seven microbe points. Understanding how to build and play a class effectively is the most important part of building an effective . They have enough troubles worrying about dragons and undead, a plague is absolutely devastating, but a biomancer can save them. Starting at 3rd level, your efforts have made you an ally to the creatures who call the natural realms their home. Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune system. Gods who deal with health, both good and ill, also are popular with biomancers. Biomancers are casters, ultimately. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. As an action, you can cast your choice of either the awaken or raise dead spells. How does the "touch" range work? Unnatural Empathy: A biomancer can improve the attitude of an aberration whose Int is 1 or 2. On a failure, the creature may not be targeted in this way for 24 hours. The penalty lasts for 1 minute/level. What does the creature do then? Like a druid, a biomancer may gain a new subject with 24 uninterrupted hours. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). Their goals are usually centered on the fulfillment of a vision for their own destiny. Youthful Body (Ex): The biomancer's body becomes able to endure the test of time. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. 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. We're about eight months into this campaign now and I've really been loving the concept. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. Welcome to /r/DnDHomebrew! So the number of mutations is the only difference. They do not count towards your number of prepared spells. If they succeed, they take half as much damage. 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 you cast a spell in this way, the spell does not consume a spell slot and functions as normal. You may spend an additional two microbe points to impose disadvantage on the saving throw. Also as they level they gain better exploration capabilities, topping even a Ranger. To make the creature subservient, it must not be hostile to you. Alignment: Any Lawful. This sort of feature is usually once/rest, or a capstone. You start with the following equipment, in addition to the equipment granted by your background. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. The effect is the same of a Animal Growth. Your cell body form immediately moves to the space around the attacker, engulfing it in spores. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. Steeling himself against the possibilities, a tired elf checks his notes one last time before opening the seals of two vials held in either hand. 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 Where do t . While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. However, some druids may object to their modifications to nature, and his test subject's aberrant status. Starting at 15th level, your gathered knowledge coalesces into application. The attacker must roll a Wisdom saving throw against your spell save DC. All of the notes taken by a Biomancer may be found in this desk, even if taken on parchments or notebooks that were otherwise lost or destroyed (unless destroyed by magical means). Whether this knowledge is to aid some species, eradicate them, or for knowledge's own sake; a biomancer yearns to understand the deeper secrets of the natural world. You may not use this feature again until you have completed a short rest. As an action, you may spend two or more microbe points. Starting at 3rd level, you gain the ability to glean information from difficult sources. The new spell must be of . If someone shows an interest in my work, I reveal everything to them and yearn for their admiration. Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. They rely on spells and knowledge, and when the going gets tough, on both their personal augmentations and the assistance of their test subject, a sort of animal companion, to defend themselves. Test Subject (Ex): By the power of strange magic, a biomancer has obtained or even grown a special animal companion who follows him, and is often the subject of his experiments. You can never have more microbe points than shown on the table for your level. I can consume some POWERFUL creatures. This power may be taken multiple times, each time adding 5 more damage from your attacks which count as having the appropriate regeneration bypassing ability. False Life. 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). Most of my work goes to support the university where I studied. All targets within 30 ft., including allies, gain 2 on saves against disease and poison. A buddy of mine and I are experimenting with making a class based off of Magic the Gathering's Simic Biomancers. 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. 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 may spread this healing out over multiple ability scores and multiple subjects as they see fit. A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease. Press question mark to learn the rest of the keyboard shortcuts. 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. All allied creatures within the affected sphere are imbued with the natural magic used in the Biomancer's constant experimentation. 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. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? How long do they last? Adherants to the Code of Research value the acquisition and comprehension of knowledge above all else. Its type changes to aberration although it retains animal HD, BAB, and skills. Rapid Recovery (Su): A biomancer knows how to manage their body. 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. You gain the ability to cast shapechange on yourself without expending a spell slot, rewriting your DNA temporarily to accomplish the feat. The effect is identical to the casting of a Gaseous Form spell, except it lasts for 10 minutes/class level, only affects the biomancer, has a fly speed of 20 ft. (perfect), and possesses a 20% miss chance as their form blurs (this does not stack with the blur spell). With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. 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. T+ . It speaks in a language of your choice that you comprehend. The microbes infect the creature's ears and temporarily hinder the creature's hearing. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. You may expend any number of microbe points. If you do so, the familiar comes back to life with 1 hit point. My research nearly killed me once, and I still haven't recovered. RPGBOT April 20, 2021. Additionally, your weapons inflict an additional 1d8 poison damage. This does not extend to attacks targeted specifically towards you. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. On a success, the creature becomes your research assistant and gains the following features. On a success, they take half as much damage. By expending 5 points, they may create the effect of remove disease on a subject or remove blindness/deafness. If you do so, you may use your reaction to activate the following effects. Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. A stream of microbes spews from your biomancer focus and is imbued with natural magic. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. Once you have used this feature, you may not use it again until you have completed a long rest. Starting at 6th level, your body has become accustomed to poisons and diseases and you have built up biological countermeasures to each. Also, choose one ability when you cast the spell. Area effect spells still function as normal. 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. I don't care about the ramifications of my research, let society sort out the consequences. Furthermore, you may now use the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit as a spellcasting focus for your Wizard spells. 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