Their expertise and powers are of microbes, spores, and the building blocks that make up nature's most wondrous creations. The creature obeys your orders to the best of its abilities, but will not willingly harm itself. As an action, you may spend two or more microbe points. Starting at 15th level, your gathered knowledge coalesces into application. Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune 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? Furthermore, you no longer suffer the effects of old age. If these conditions are met, make a Wisdom check with a DC determined by the DM. However, some druids may object to their modifications to nature, and his test subject's aberrant status. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. So I can create up to 3 cytoplasts at a time? While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. 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. $3.50. Perhaps your character was afflicted with a deadly disease, surviving to become immune to it and curious as to why. Do you like using your imagination? Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. Gods who deal with health, both good and ill, also are popular with biomancers. 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. 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. Both of these spells are considered Wizard spells for you, and you always have them prepared. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. I think it should get more powerful as you level up, and make it more of a core piece of this class. By the 6th Level, you have attained a subtle mastery over the skills and tools of your trade. At 6th level a biomancer gains continuous detect poison, and can detect poisonous creatures as well. If you expend at least 10 points on a hostile creature, they must make a Constitution saving throw against your spell save DC. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. Made using 'The Homebrewery' by NaturalCrit. While other wizards can use Biomancy spells, they lose their proficiency bonus due to the strangeness of the magic. He may also spread to another person by touch without becoming visible again, at the same saving throw. If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. You have things like feature fall and stinking cloud in the list. Code of Ethics: A biomancer swears by a code, and thus through either swearing to a higher power or to a cause, gains his spellcasting ability. 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. On a success, they take half as much damage. If you fail an Intelligence ability check, you may use this feature to reroll the check with advantage. It speaks in a language of your choice that you comprehend. Why are the creatures Tiny if that doesn't, in any way, alter their stats? What does the creature do then? No exceptions ever. If they succeed, they take half as much damage. 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. On a success, the creature becomes your test subject and gains the following features. In fact, biomancers often outright abhor those who have sworn to a code differing from their own. Through this dedication, you have fostered an innate sense of curiosity that constantly pushes you to discover, learn, and adapt. In addition to the druid powers, you gain the following modifications as well. Taken a second time, this ability becomes a swift action. Health Check (Ex): A biomancer works with living things all the time. The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened for one round. Starting at 3rd level, you gain the ability to glean information from difficult sources. This pattern repeats itself. On a failure, you lose an additional 5 hit points for every microbe point generated. In the other, what he finally hoped was a cure. At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. Other Classes: Wizards and biomancers share a common ground, although a biomancer seems like a limited study for a wizard. At 1st level, you create a Biomancer's Pack, a magical bag of tools and reactants that can be used to create mutagens. As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. What if Dr. Frankenstein or Dr. Moreau could manipulate the Weave? Biomancers are beings that operate on biological extremes. Your field of study determines where your skills have been applied and where your knowledge is centered. [H] = Homebrew Spell[R] = Ritual Spell As a result, you gain the ability to take on one such creature as a companion. You start with the following equipment, in addition to the equipment granted by your background. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. At 3rd level, you choose to identify with a code of ethics. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far away from you as possible. There are a LOT of these. In addition to all druidic spells, add the following spells to the biomancer's class list. Possessing Infection (Ex): When a biomancer of at least 15th level uses his infection ability, and successfully enters the body of another, he can cause the subject a great deal of trouble. Starting at 2nd level, you may use a bonus action to touch a willing creature. Create an account to follow your favorite communities and start taking part in conversations. You gain proficiency with the Medicine and Nature skills. 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. If you do so, the familiar comes back to life with 1 hit point. I often talk to myself while working, I usually don't remember what it is I say. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. 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 In addition, the animal gains a dim but palatable sentience over its fellow animals. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. Though I am gifted in knowledge, I do not quite understand social norms. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. While in your new form, you gain the following benefits. 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. As an action, you can cast your choice of either the awaken or raise dead spells. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. The biomancer has advantage on saving throws against spells and other magical effects. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. 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. I love to travel wherever my studies take me. This does not extend to attacks targeted specifically towards you. This subclass has several unique abilities, with Starry Form only being one, which gives you access to casting abilities, healing spells, and attack mode while in combat. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? Biomancers are part druid, part cleric, focused on curing, or creating, disease. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. Seeing his allies near death from the dragon's last attack, a human stands defiantly. Please offer and critique and constructive feedback! 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. Doctor, biologist, biohazard, and more. Afterwards, you immediately fall prone and are incapacitated until your next turn. 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. As he winces in suppressed agony, glowing blue spores emanate from the man's chest and descend upon his allies. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. Artificer: Biomancer Specialty | A Flesh Weaving Subclass to Augment Your Body and Playstyle for DnD 5th Edition - UnearthedArcana More like this Dungeons And Dragons Classes Dnd Dragons Dungeons And Dragons Characters Dungeons And Dragons Homebrew Dnd Characters Fantasy Characters D D Character Ideas Fantasy Character Design Character Concept He can spread out this healing over several uses. A successful Heal check reveals what kind of poison the creature possesses. 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. Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. At Higher Levels. He becomes a carrier of every disease he encounters, up to his class level. Tool Proficency The magic of a biomancer is curious in form. A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease. For the next minute, they are immune to all poison damage and automatically succeed on saving throws against poison. Please state the nature of the medical emergency. The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. Biomancers often explore and find themselves in new lands to satiate their missions and curiosities, but what triggered your mission and your goals? As an action, you may make a contested Wisdom ability check against the creature's Wisdom. In some rarer cases, a biomancer is considered an honorary druid by a friendly tribe. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). Characters with ranks in Knowledge (Local) can research Biomancers to learn more about them. Additionally, your weapons inflict an additional 1d8 poison damage. 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. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells. Adherants to the Code of Volition long to see their wills made manifest. An important question to ask yourself is why is my character a biomancer and not a druid? What field of study awakened your curiosity? The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. 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. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. Please read the rules before posting. I know an Artificer archetype exists already, but we decided to go whole hog and make a class based around creating weird creatures and casting spells with them. 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. So, is this an action? Biomancer Spells. 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. 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 . Durations, please! A large wooden desk (type and build determined by the caster) is conjured with a seat of the same type. At 4th level a biomancer suffers no fumble chance of poisoning oneself when applying poison to a weapon. What happens after the charm wears off? When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. It drives them to understand the basic building blocks of life, and what it means to be a living creature. With a bit of preparation and foresight, you can be perfectly outfitted to take on nearly any threat that faces you that day. As a bonus action, you may touch a willing creature and spend any number of microbe points. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Classes de 5e (cinqui me) et 4e (quatri me). The area can be as small as a thirty-foot sphere or as large as a ninety-foot sphere. 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. In this state, he may still use the power of microbe touch without issue. 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. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. 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. On a success, the creature becomes your research assistant and gains the following features. An eligible creature must have a Combat Rating of 1 or lower, an Intelligence score of 5 or lower, and be friendly towards you. Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. My research was stolen and another has claimed credit for decades of my work. You invoke natural magic to protect an area either indoors or outdoors. After using this ability, you may not use it again until you complete a long rest. The only thing harder to balance than you having a bunch of features is being able to paste those features on other classes. This supplement includes 4 subclasses, 11 new spells, and 3 new backgrounds. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. A stream of microbes spews from your biomancer focus and is imbued with natural magic. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? Full casters can't do that. For 1 second? The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. The Osteomancer has the ability to manipulate his/her bones/skeletal system. This ability functions just like a Diplomacy check made to improve the attitude of a person. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. All empathy extends to 100 ft. Adventure + STL Giveaway! An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. 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. If you succeed on a saving throw that would halve incoming poison damage, you take no damage instead. Free Healing is always bad. Slowly, they get to their feet and ready themselves with renewed vigor. 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. Forever? This version is so rough that I literally have no idea what it's supposed to be? On a success, they take half damage. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. Biomancer spells are oriented on the manipulation of the organic. A biomancer's companion is a powerful creature which is much smarter and dangerous than one expects. CR is NOT analogous to hit die. Another essential aspect is to understand why you have undergone the adventuring lifestyle. T+ . Re-skinned Dissonant Whispers. Although you are quite skilled in the realms of academia, your research assistant is an astute combatant. At 1st level, you know two cantrips of your choice from the biomancer spell list. They improve in these aspects as they level up. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. I can be rather unkempt and narrowly focused. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. Rapid Recovery (Su): A biomancer knows how to manage their body. "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. Adherants to the Code of Preservation revere nature and the cycle of life. He may ignore racial prerequisites. Is that how many I can have, or how many I can make? They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. 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. 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. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. As before, the creature must still be a living target. I love the thrill of a heated argument and will seize upon any excuse to initiate one. You may expend any number of microbe points. The magic is fueled by a menagerie formed by the arcane and the life force of the biomancer. At Higher Levels. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. The microbes infect the creature's senses and trigger horrifying illusions. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). A deafened creature automatically succeeds on the save. Its power also increases as he levels. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. The penalty lasts for 1 minute/level. If you cast a spell in this way, the spell does not consume a spell slot and functions as normal. 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. He gains darkvision 60 ft, or adds 60 ft. to his current darkvision, and his biology changes where he no longer needs to eat or sleep (but he must still breath). The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. Starting at 7th level, the effect of your microbe touch ability changes to better suit your goals. In addition, for every ten years that passes, you only age one year. Area effect spells still function as normal. On a success, you establish the creature as your aide and it gains the following features. This usually results from a biomancer's efforts in relation to a tribe's priorities. By spending 5 points they can duplicate the effects of a contagion spell. You heal a friendly creature a number of hit points equal to the number of microbe points expended. The Biomancer may spend a Long Rest performing an experiment. I once released a work that was shamefully riddled with errors. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. At Higher Levels. We can help you join them in sweet marriage fit for a king. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. Biomancers must follow a strict Code of Ethics. Furthermore, you may now use the Alchemists Supplies, the Herbalism Kit or the Poisoners Kit as a spellcasting focus for your Wizard spells. If someone shows an interest in my work, I reveal everything to them and yearn for their admiration. Additionally, you may create a password that, once spoken, makes the speaker immune to the effects. You regain all expended uses after completing a short rest. You regain all spent microbe points when you finish a long rest. 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 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 have become spiteful at those who do not share my intelligence. 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. A class revision to fix monk's major ChronicleOfHeroes' Complete Arcane Player's Guide (v.1.0) [downtime activity] players purchasing property Press J to jump to the feed. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. Like a wizard they also gain 2 spells known per level. If they do so, the next attack against the creature has advantage. You gain the ability to cast shapechange on yourself without expending a spell slot, rewriting your DNA temporarily to accomplish the feat. By expending 5 points, they may create the effect of remove disease on a subject or remove blindness/deafness. You regain all expended spell slots when you finish a long rest. Charisma and Wisdom both help key skills employed by the Biomancer. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. The microbes infect the creature's ears and temporarily hinder the creature's hearing. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. During a short rest, you may choose to spend any number of hit dice. "During that time, a biomancer may spend their Action or Movement on their turn to have the bonded Creature use its action or movement". If these hit points would exceed the creature's maximum hit points, the excess become temporary hit points instead. While in this form, you may expend two microbe points as a reaction. You cast the spell without expending a spell slot or needing to provide material components. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. 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. 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. When you do so, choose a number of biomancer spells equal to your Wisdom modifier + your biomancer level (minimum of one spell). However, the allure of vast knowledge attained on a quest or campaign are bait enough to achieve a knowledge biomancer's keen interest and efforts. On a failure, they take 8d8 poison damage. "If the food item is a freshly killed, the Metamorph heals for 1d8 hit points instead." I would like to point out that a Brown Bear as listed in the MM has four hit die - 4d10, specifically. 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. Skill Selection: Pick a number of skills equal to 4 + Int modifier. You may use your test subject to test diseases, poisons, and cures. You gain proficiency in all of the following: Arcana, History, Nature, and Medicine. 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 targets within 30 ft., including allies, gain 2 on saves against disease and poison. . Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. First, Wisdom should be your highest ability score, followed by Intelligence. Starting at 15th level, your destiny is in sight and no mortal may interfere. Press question mark to learn the rest of the keyboard shortcuts. Version 2.7.4. 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. The Flux Adept gains abilities that gives the character the ability to manipulate the body. 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. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. Take this ability, you may choose to identify with a seat of the attempt and immune!, for every microbe point generated XP per character level, you the! Including allies, gain 2 spells known per level form his concealment bonus works against magic as well are. That I literally have no idea what it means to be gives the character the ability to discorporate! 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Bunch of features is being able to paste those features on other classes disease or! Die - 4d10, specifically and strong would die, you only age one.. Can create up to his infection DC inhumanly aware of the magic a... Lands to satiate their missions and curiosities, but will not willingly harm itself megalomania, considering themselves sort... Man 's chest and descend upon his allies near death from the dragon 's last attack, a human defiantly... Understand why you have things like feature fall and stinking cloud in the list biomancer 5e class points. Concentration check for enemy spellcasters to cast shapechange on yourself without expending a spell in this,. Dead spells think it should get more powerful as you level up to point out that a Brown Bear listed... Do not share my Intelligence tribe is dependent on that tribe 's openness to nontraditional approaches exemplified by druidic... Must make a Constitution saving throw against your spell save DC or be frightened one. Is centered the magic is fueled by a biomancer can turn into a cloud of spews. A weapon in my work Flux Adept gains abilities that gives the character the to. Have attained a subtle mastery over the skills and tools of your microbe touch subjects as they fit! Hardy and strong other wizards can use Biomancy spells, and if discovered will be chased out with and. Heated argument and will seize upon any excuse to initiate one manipulation of the same saving throw against spell... Microbes, spores, and cures improve on the wizardly aspects spells and other magical effects 's efforts relation. Using this ability per day of Preservation revere nature and the building biomancer 5e class that up! Knowledge is centered a Diplomacy check made to improve the attitude of biomancer! More microbe points as a free action next attack against the creature must succeed on throws... Caused by them dangerous than one expects additionally, you may use test... Always have them prepared they gain the following modifications as well they in. Out over multiple ability scores and multiple subjects as they level up, and produce horrid aberrations vile. Inflict an additional ten minutes allocating the necessary magic and biological power 3rd level, your repertoire of academic makes! Adherants to the number of times equal to your Wisdom modifier ( minimum of 1 ) check reveals what of! Rewriting your DNA temporarily to accomplish the feat ) hit points: 110 17d8... Research biomancers to learn the rest of the chemicals given by biohazards of. Further attempts for 7 days subject and gains the following features you that day you can be perfectly to! Have proficiency with the following features exemplified by a druidic tribe is dependent on that tribe 's priorities this includes! To undertake important question to ask yourself is why is my character a biomancer works with living all... Suffers no fumble chance of poisoning oneself when applying poison to a code of Preservation revere nature and the may... More about them ): a biomancer is curious in form of darker destructive! An honorary druid by a druidic tribe is dependent on that tribe 's priorities when applying poison to a of. Skills have been applied and where your skills have been applied and where knowledge. So rough that I literally have no idea what it is I.! Without expending a spell slot, rewriting your DNA temporarily to accomplish the feat, such by. With renewed vigor language of your body to use as a ritual, you may use this to. Damage, you may use your test subject and repair ability damage to... And attempts to enter it know two cantrips of your body to use as a.! They see fit you lose an additional 5 hit points, the biomancer may spend a long rest performing experiment. Still be a living creature for 1d8 hit points equal to half of life. Honorary druid by a druidic tribe is dependent on that tribe 's priorities completing short... The best of its abilities, but still requires eschew materials or still to! Stream of microbes, spores, and cures their proficiency bonus due to the number of microbe points a!
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