The microbes infect the creature's ears and temporarily hinder the creature's hearing. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. 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. As the assassin plunges his dagger into the young halfling's neck, a malicious giggle reverberates through the cavern. Poison Use: A biomancer often handles dangerous chemicals in his study. [C] = Concentration Spell, 1st-level enchantment. So, is this an action? This sort of feature is usually once/rest, or a capstone. Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. 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. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. You regain all expended spell slots when you finish a long rest. 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. Cell Form: At 21st level and every two levels beyond, a biomancer's cell form improves. You're looking at putting fighters, monks, clerics, and possibly more out of business. You cast the spell without expending a spell slot or needing to provide material components. However, some druids may object to their modifications to nature, and his test subject's aberrant status. So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? I constantly work to prove myself a superior academic to my rival. While in your new form, you gain the following benefits. Though the devils that oppose him try their hardest to near him, his flames cut them short before they can do so much as lay a hand on him. 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. Re-skinned Dissonant Whispers. Alternatively, you may expend 5 microbe points to cure a willing creature of blindness or deafness. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. His medical advances have saved many lives. Starting at 15th level, you have learned to use your knowledge and magic to turn a battle away from defeat. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. Starting at 7th level, you become capable of forcefully taking the information you desire. "The Hivemind, the brute, the caster" - what are these? I love the flavor, and I would definitely want to play this subclass. Do you like using your imagination? Starting at 11th level, you gain the ability to adapt the battlefield to your allies advantage and enemy's dismay. He can also enter cell form, a potent defense, acting as a living disease. Microbe Touch (Su): Biomancers command biological systems by force of will. I have become spiteful at those who do not share my intelligence. Scientists come in many forms, but they are cut from the same fabric of curiosity, experimentation, and discovery. In addition, for every ten years that passes, you only age one year. Afterwards, you immediately fall prone and are incapacitated until your next turn. If you do so, you may impose advantage or disadvantage on the next attack of a creature you can see. You invoke natural magic to protect an area either indoors or outdoors. The capabilities of a biomancer correlate to their experimentation. Health Check (Ex): A biomancer works with living things all the time. Biomancers of this code are often reclusive and apolitical. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). We can help you join them in sweet marriage fit for a king. 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. 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. Any penalties he may have already incurred, however, remain in place, and the biomancer still dies when his time is up. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. Artificer: Biomancer. You also change your list of prepared spells when you finish a long rest. 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. The biomancer makes a concentration check against 10 + the enemy HD. Once infected the biomancer may use the subject's eyes and ears, and can automatically hit with their micobe touch attack, while the host takes a 5 penalty to their saving throw against it, or have the microbe attack go off on another if his host makes a touch attack, unarmed strike, or natural weapon attack on another. The creature wholly obeys your orders to the best of its ability. An eligible creature must have a Combat Rating of 1 or lower, an Intelligence score of 5 or lower, and be friendly towards you. By the 6th Level, you have attained a subtle mastery over the skills and tools of your trade. "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. While in this form, you may expend two microbe points as a reaction. You form a telepathic bond with the creature and may communicate with it telepathically. What does the creature do then? Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. Where do t . You gain a pool of points equal to half of your maximum hit points. 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. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. 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. So I create the same type of creature I have essence of, right? I love the thrill of a heated argument and will seize upon any excuse to initiate one. Stem Cell Reservoir. 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. Additionally, you gain advantage on saving throws against poison or disease effects. Like a wizard they also gain 2 spells known per level. 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. The creature gains resistance to all poison and disease effects. Second, choose the scientist background. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. While underwater, his speed is cut in half, but is otherwise unaffected. 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. I picked biomancer, it sounded awesome. If the result is a 4 or less, the attack misses. As an action, you may spend two or more microbe points. 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. Attacks against you have a chance to miss. However, their affection for nature often escalates to a state of reverence not unlike a druid. On a success, the creature becomes your test subject and gains the following features. Skill Selection: Pick a number of skills equal to 4 + Int modifier. On a failure, the creature may not be targeted in this way for 24 hours. You can make a biomancer quickly by following these suggestions. He may also spread to another person by touch without becoming visible again, at the same saving throw. Starting at 3rd level, your efforts have made you an ally to the creatures who call the natural realms their home. $3.50. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? If the target fails the saving throw, you may choose to receive the information verbally or telepathically, but the information requested must be divulged. Your cell body form immediately moves to the space around the attacker, engulfing it in spores. Combat: A biomancer is a caster. Biomancers are casters, ultimately. This class is a definitely one of the more complicated I've come up with - I had to read up on a lot of rules on Spell Ranges, the difference between Natural Weapons and and Unarmed Strikes, how D&D monsters are put together. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). 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. Once you have used this feature, you may not use it again until you have completed a long rest. Taken a second time, this ability becomes a swift action. Doctor, biologist, biohazard, and more. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. They generally respect those with a similar (if unrefined) curiosity and loathe inidividuals or organizations that would stifle their curiosity. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. 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. At 13th level a biomancer has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. Biomancer Spells Biological Awakening: At 20th level a biomancer has played with the building blocks of complex life for so long than his studies have forever changed him. 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. Version 2.7.4. Please note that we define a homebrew as content that provides a stat block. You immediately gain seven microbe points. Seeing his allies near death from the dragon's last attack, a human stands defiantly. When the test subject dies, you absorb the microbes of its form. Biomancers often explore and find themselves in new lands to satiate their missions and curiosities, but what triggered your mission and your goals? These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Additionally, you may create a password that, once spoken, makes the speaker immune to the effects. 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 . 2nd-level conjuration. $3.50. Two political factions vie for power against one another, framed in a bizarre world of evolutionary research, where biomancers research to improve life . Starting at 18th level, you have tinkered with the biological clock inside you to such a degree that you cease to age. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. This sis till roughshod (I still need to finalize some of the archetypes! Furthermore, you may now use the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit as a spellcasting focus for your Wizard spells. Starting at 15th level, your destiny is in sight and no mortal may interfere. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? Additionally the biomancer gains damage reduction 5 to either silver, adamantine, or cold iron (the biomancer's choice), and his cell form's damage reduction also becomes damage reduction of the appropriate type instead of DR/magic. 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. 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. He can spread out this healing over several uses. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. 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. This supplement includes 4 subclasses, 11 new spells, and 3 new backgrounds. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". If so, you need to specify that I select two creatures to start out with. My research was stolen and another has claimed credit for decades of my work. To the Biomancer, flesh is like clay, to be shaped and moulded into beautiful and terrible forms. On a success, they take half damage. Also as they level they gain better exploration capabilities, topping even a Ranger. You may not use this feature again until you have completed a short rest. Class Skills (6 + Int modifier per level, 4 at 1st level) DnD 5e - Classes. Biomancers are part druid, part cleric, focused on curing, or creating, disease. Every saving throw against those effects is rolled with advantage. I can consume some POWERFUL creatures. Evil biomancers find few friends, and strike off on mad solo pursuits to discover the latest vile plague. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells. If you do so, the familiar comes back to life with 1 hit point. False Life. The spirit cannot heal constructs nor undead. On a successful save, the target takes half as much damage and doesn't have to move away. He did a quick conversion from 3.5 to 5e (no subclasses, few class features, enough to get the character going). While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. When you take this action, you touch the creature and specify the specific information that you are looking for. 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. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. Starting at 10th level, you unlock the ability to channel your magic into inorganic compounds. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. For 1 second? You may not use this feature again until you complete a short rest. Vers 1930. sont sur eBay Comparez les prix et les spcificits des produits neufs et d'occasion Pleins d'articles en livraison gratuite! Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune system. However, biomancers utilize their own microbes to sustain the effects that define their powers. 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. Use this subreddit to: Share your D&D Homebrews, help others with their homebrews, get help on your homebrew. They improve in these aspects as they level up. The creature obeys your orders to the best of its abilities, but will not willingly harm itself. 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 you prepare the 1st level cure wounds, you can cast it using a 1st-level or 2nd-level slot. 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 Do you like D&D? I think it should get more powerful as you level up, and make it more of a core piece of this class. 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. Why are the creatures Tiny if that doesn't, in any way, alter their stats? If you are already proficient in the chosen ability, you may gain expertise instead. Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. If someone shows an interest in my work, I reveal everything to them and yearn for their admiration. The Flux Adept gains abilities that gives the character the ability to manipulate the body. Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. Charisma and Wisdom both help key skills employed by the Biomancer. The target has disadvantage on ability checks made with the chosen ability. Most of your features lack enough definition to be useful, and what mechics are present are so permissive that this class is HIGHLY abuse able. You gain proficiency with the Medicine and Nature skills. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. From 2nd level on, recovers his biomancer level on hit points per round. 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