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 target has disadvantage on ability checks made with the chosen ability. Body Vigor (Su): At 7th level a biomancer may stimulate their body into action. The biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. I think it should get more powerful as you level up, and make it more of a core piece of this class. 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. Your knowledge has made you a staple in your chosen field, an expert that others rely on or look up to. 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. The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. If they succeed, they take half as much damage. Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. If the result is a 4 or less, the attack misses. An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. Rapid Recovery (Su): A biomancer knows how to manage their body. Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. Why are the creatures Tiny if that doesn't, in any way, alter their stats? The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. At 2nd level he can judge the general condition of a living creature with a Heal check. 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 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). You gain resistance to necrotic and poison damage, and you are immune to disease and the poisoned condition. You invoke natural magic to protect an area either indoors or outdoors. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. Skill Selection: Pick a number of skills equal to 4 + Int modifier. So the number of mutations is the only difference. Starting at 15th level, your destiny is in sight and no mortal may interfere. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. 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. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time. Additionally, they may use their reaction to breathe in the microbes. 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. Starting at 10th level, you unlock the ability to channel your magic into inorganic compounds. Some seek out appropriate animals, but others, generally less morally strict biomancers, grow new companions out of cell cultures and magic for the sole purpose of becoming their battle ally. 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. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. Mutation (Ex): A biomancer has control over the Test Subject, manipulating it's structure at will. Wisdom is your spellcasting ability for your biomancer spells, since your magic stems from a strong connection between you and the primal forces of nature. However, you may retain concentration on any spell already cast. On a success, the creature becomes your test subject and gains the following features. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. 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. (a) a quarterstaff or (b) any simple ranged weapon. False Life. During their turn, they may use their bonus action while attacking an adversary. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. The new spell must be of . When the familiar would die, you may immediately expend three microbe points to stabilize the creature. A biomancer may turn the aura on or off as a swift action. Casting the spell doesn't remove it from your list of prepared spells. 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. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. You learn additional biomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table. The biomancer makes a concentration check against 10 + the enemy HD. You may use the Microbe Touch feature unabated. Only very evil biomancers choose this ability. At Higher Levels. Wreathed in flame and fury, a human man stands surrounded. Cell Form (Su): At 5th level, a biomancer unlocks the secrets of single celled lifeforms and can discorporate into a cloud of microbes floating in the air. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. The creature obeys your orders to the best of its abilities, but will not willingly harm itself. 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). The effects are typically permanent. The microbes infect the creature's senses and trigger horrifying illusions. "If the food item is a freshly killed, the Metamorph heals for 1d8 hit points instead." 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. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. It does not learn bonus tricks, instead its Int score becomes 3 + the number of bonus tricks normally listed for an animal companion. Biomancers fit both the role of cleric and druid. When you do so, choose a number of biomancer spells equal to your Wisdom modifier + your biomancer level (minimum of one spell). Additionally, you gain advantage on saving throws against poison or disease effects. I also know that micromanaging a tone of summons and friendly gribblies is a pain - I've tried to minimize it here, but I understand where this could be a turn-off for folks. Its type changes to aberration although it retains animal HD, BAB, and skills. Combat: A biomancer is a caster. Biomancers of this code are often reclusive and apolitical. In this state, he may still use the power of microbe touch without issue. I haven't seen any other homebrews for it so I figured that I would give it a try. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. Adherants to the Code of Volition long to see their wills made manifest. On a failure, they take full damage and are considered poisoned. You may expend three microbe points. At 9th level a biomancer can pass into and transmit through bodies of water as if it were air, literally infecting it. At later levels, your cell body feature improves as follows. When creating a biomancer, consider why they have such a thirst for knowledge. If you do so, you may target one creature within 30ft of you and activate one of the following effects. 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. 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. 1-3 HD: Share Spells, as the familiar ability of the same name. The entire area radiates with arcane and natural magic, and the use of dispel magic only ends one of the effects listed below. Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. In one, a disease that has plagued the village for months. This does not extend to attacks targeted specifically towards you. I once released a work that was shamefully riddled with errors. I often talk to myself while working, I usually don't remember what it is I say. He may ignore racial prerequisites. Flavor text, Stories, Images and/or Maps alone are not homebrew! When all of the effects are terminated, the overall spell ends. However, some druids may object to their modifications to nature, and his test subject's aberrant status. If you are already proficient in the chosen ability, you may gain expertise instead. In addition, for every ten years that passes, you only age one year. He becomes immune to all forms of poison. 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. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. On a failure, the creature may not be targeted in this way for 24 hours. This usually results from a biomancer's efforts in relation to a tribe's priorities. All allied creatures within the affected sphere are imbued with the natural magic used in the Biomancer's constant experimentation. First, Wisdom should be your highest ability score, followed by Intelligence. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. As the spores envelop him, the assassin clutches his chest as blood spews forth from his mouth. It is rare for a biomancer to serve a deity. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. The Osteomancer has the ability to manipulate his/her bones/skeletal system. 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? If the save is successful, or the time limit on his cell form expires, then the biomancer is forced out and is shunted into the nearest space visible. 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. Simic Biomancer (Artificer) Biomancer's Pack. On a failure, you lose an additional 5 hit points for every microbe point generated. Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. We can help you join them in sweet marriage fit for a king. 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. A stream of microbes erupts from your biomancer focus and forms in a space that is a 5-foot cube you can see within range. You have things like feature fall and stinking cloud in the list. When you expend a spell slot of 3rd-level or higher, you must sacrifice five hit points per level of the spell slot above 2nd to cast the spell. 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. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. 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 stream forms into an entity of similar appearance to your animal companion. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). So I can create up to 3 cytoplasts at a time? While in this form, you may expend five microbe points as an action. Biomancers are casters, ultimately. Alignment: Any Lawful. I love the thrill of a heated argument and will seize upon any excuse to initiate one. Your biomancer focus is your physical body. To use unnatural empathy, the biomancer and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. DnD 5e - Classes. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. 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. Alternatively he may figure out the number of HD a creature possesses. 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. Once you have used this feature, you may not use it again until you have completed a long rest. Pyromancer. Test Subjects follow the progress and abilities of a druid's animal companion exactly, with the following changes. All of the following are class features of the Biomancer. Adventure + STL Giveaway! 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. 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. Cell Cloud (Ex): A biomancer's cell form becomes more hazy and difficult to strike. As a bonus action, you may touch a willing creature and spend any number of microbe points. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. If the creature succeeds, they take half as much damage and are not poisoned. 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. 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 attacker must roll with disadvantage against your cell body miss chance. While in this form, you may expend five microbe points as an action. 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. If you do so, you may spend any number of microbe points. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. Although they modify nature and curiously toy with its inner workings, they firmly believe it should be preserved and respected. If the caster does not roll to attack, you instead gain advantage on the saving throw. Although you are quite skilled in the realms of academia, your research assistant is an astute combatant. Additionally, your weapons inflict an additional 1d8 poison damage. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. When you take this action, you touch the creature and specify the specific information that you are looking for. At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. I constantly work to prove myself a superior academic to my rival. ALWAYS. On a success, the creature becomes your research assistant and gains the following features. The creatures regain 1d10 hit points per half hour spent in the sphere. Alternatively, you may expend 5 microbe points to cure a willing creature of blindness or deafness. Area effect spells still function as normal. At 4th level a biomancer suffers no fumble chance of poisoning oneself when applying poison to a weapon. 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. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. They may swear a new code of ethics without a spell, but doing so causes them to lose 200 xp per character level for their sudden change in focus. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. You regain all expended spell slots when you finish a long rest. Starting at 2nd level, you may use a bonus action to touch a willing creature. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. Magic Resistance. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). 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). 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. As an action, you may spend two or more microbe points. Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. 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. It speaks in a language of your choice that you comprehend. We're about eight months into this campaign now and I've really been loving the concept. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. What field of study awakened your curiosity? The biomancer magically emanates life-giving energy within 30 feet of itself. However, all of these additional spells must come from the School of Biomancy spell list. "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. Classes de 5e (cinqui me) et 4e (quatri me). [C] = Concentration Spell, 1st-level enchantment. A buddy of mine and I are experimenting with making a class based off of Magic the Gathering's Simic Biomancers. Do you like using your imagination? 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. If you expend at least 10 points on an allied unconscious creature, they automatically succeed on a death saving throw and return to 1 hit point. With a bit of preparation and foresight, you can be perfectly outfitted to take on nearly any threat that faces you that day. They may apply the penalty to any ability score they see fit. What have you spent your life researching or studying? Biomancers are imbued with significant power and the paths laid out before them define the branches of their destiny. You gain resistance to poison damage. This should be in the base class, not here. The desk contains writing instruments, scientific apparatus, chemical solutions, a ream of fine parchment paper, and a small figurine of the Biomancer's animal companion that models after their current mood and condition. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. I can consume some POWERFUL creatures. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. 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. This sis till roughshod (I still need to finalize some of the archetypes! Any penalties he may have already incurred, however, remain in place, and the biomancer still dies when his time is up. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. On a success, they take half as much damage. I love the flavor, and I would definitely want to play this subclass. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. Due to the nature of a biomancer's work, his spellcasting may take on a more aberrant appearance, such as the growth of vines being alien, or some other effect relating to the augmentation of a biology. 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. You immediately gain a charge of cell body and transform. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. Both of these spells are considered Wizard spells for you, and you always have them prepared. Second, choose the scientist background. Health Check (Ex): A biomancer works with living things all the time. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. At Higher Levels. Though I am gifted in knowledge, I do not quite understand social norms. As the assassin plunges his dagger into the young halfling's neck, a malicious giggle reverberates through the cavern. Biomancer spells are oriented on the manipulation of the organic. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. Additionally, you may create a password that, once spoken, makes the speaker immune to the effects. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. So I create the same type of creature I have essence of, right? When you cast a spell in this area, you can specify 'allies' that are immune to its effects. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". 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. Les meilleures offres pour Exercices latins. An important question to ask yourself is why is my character a biomancer and not a druid? Biomancer spells are oriented on the manipulation of the organic. What happens after the charm wears off? A large wooden desk (type and build determined by the caster) is conjured with a seat of the same type. Also as they level they gain better exploration capabilities, topping even a Ranger. Based on the earlier Biomancer (3.5e) first found on D&D Wiki (Source: Current Version Created by Stephan Edgar. Seeing his allies near death from the dragon's last attack, a human stands defiantly. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? Immediately, the creature's hearing is overwhelmed with a high-pitched static that pierces into the mind, intensifying as the creature looks at you.The target must make a Wisdom saving throw. Biomancers admire druids, as both of them are in touch with nature. Welcome to /r/DnDHomebrew! Races fond of druids may also create biomancers as an effort to study the forces which their druidic brothers command. Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. Your cell body form immediately moves to the space around the attacker, engulfing it in spores. Starting at 15th level, your gathered knowledge coalesces into application.
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