biomancer 5e class
Biomancers are beings that operate on biological extremes. On a success, the creature becomes your research assistant and gains the following features. Hostile creatures in the area must make a Constitution saving throw against your spell save DC. In addition, the animal gains a dim but palatable sentience over its fellow animals. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. Slowly, they get to their feet and ready themselves with renewed vigor. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. I think it should get more powerful as you level up, and make it more of a core piece of this class. However, all of these additional spells must come from the School of Biomancy spell list. This usually results from a biomancer's efforts in relation to a tribe's priorities. 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. Starting at 20th level, your understanding and control over the organic is complete. On a success, they take half damage. If you do so, you may use your reaction to impose disadvantage on any magical attack that you can see. Its type changes to aberration although it retains animal HD, BAB, and skills. Simic Biomancer (Artificer) Biomancer's Pack. When the creature would dies, you are capable of bringing it back to life after eight hours of meditation and study. 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. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? Only very evil biomancers choose this ability. Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. For 1 second? While in this form, you may expend two microbe points as a reaction. What field of study awakened your curiosity? The effects are typically permanent. Once you have used this feature, you may not use it again until you have completed a long rest. Gods who deal with health, both good and ill, also are popular with biomancers. Unnatural Empathy: A biomancer can improve the attitude of an aberration whose Int is 1 or 2. Perhaps your character was afflicted with a deadly disease, surviving to become immune to it and curious as to why. 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. Re-skinned Healing Spirit. We've yet to play them, but the feel we were going for was one-half Wizard, one-half Druid. Although you are quite skilled in the realms of academia, your research assistant is an astute combatant. In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. You gain advantage on all perception checks, your passive perception raises to 20, and you cannot be surprised. If these hit points would exceed the creature's maximum hit points, the excess become temporary hit points instead. In the other, what he finally hoped was a cure. When all of the effects are terminated, the overall spell ends. At 16th level, a biomancer no longer takes ability score penalties for aging and he cannot be magically aged. By expending 5 points, they may create the effect of remove disease on a subject or remove blindness/deafness. As a result, you gain the ability to take on one such creature as a companion. How long do they last? CR is NOT analogous to hit die. At 2nd level he can judge the general condition of a living creature with a Heal check. You regain one expended use after a short rest and all expended uses after a long rest. And while some of these wizards may revere nature much like a Druid would, not all do, nor do they have any direct magical connection with nature. He may once again use spells which have vocal components, but still requires eschew materials or still spell to cast his spells. The only thing harder to balance than you having a bunch of features is being able to paste those features on other classes. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). The attacker must roll with disadvantage against your cell body miss chance. Full casters can't do that. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. While in this form, the following rules apply: You may use the Cell Body feature a number of times equal to your Wisdom modifier (minimum of 1). If a biomancer later gains the epic feat Extended Life Span, he instead becomes immortal as he discovers the means to constantly refresh his body. $3.50. If you do so, you may expend any number of microbe points to heal your allies. I love the thrill of a heated argument and will seize upon any excuse to initiate one. "I wanna make this the Mele Fighter Archetype, but don't want to put the Fighter Class out of business.". During a short rest, you may choose to spend any number of hit dice. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. Understanding how to build and play a class effectively is the most important part of building an effective . If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. He still requires the use of eschew materials to cast spells with material components, but is otherwise free to cast, even in gaseous form. This sis till roughshod (I still need to finalize some of the archetypes! You can never have more microbe points than shown on the table for your level. 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). The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. Bars, Inns, and Taverns | The Goblin Coach. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. 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. Create an account to follow your favorite communities and start taking part in conversations. Magic Resistance. While your race and background carry equal weight in who your character is, your class defines what your character does. You may not use this feature again until you have completed a short rest. Casting the spell doesn't remove it from your list of prepared spells. I generally prefer the comforts and isolation of my study/lab. If you do so, you may spend any number of microbe points. You gain resistance to poison damage. [C] = Concentration Spell, 1st-level enchantment. Also, choose one ability when you cast the spell. Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. 2nd-level conjuration. 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. They may cure themselves a number of hit points equal to their class level x 2 a day. Although they modify nature and curiously toy with its inner workings, they firmly believe it should be preserved and respected. On a failure, the creature may not be targeted in this way for 24 hours. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". Your cell body form immediately moves to the space around the attacker, engulfing it in spores. The saving throw for this is 10 + 1/2 class level + Int, and unlike the normal spell, the secondary save is the same as the first. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. Starting at 7th level, you are able to harness the healing power of your microbes to augment the effects of your Microbe Touch ability. 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. Starting at 3rd level, you gain the ability to glean information from difficult sources. The entity has a transluscent appearance and radiates a soft light. 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. All of the following are class features of the Biomancer. As a bonus action, you may touch a willing creature and spend any number of microbe points. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. 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). As an action, you may make a contested Wisdom ability check against the creature's Wisdom. Microbe Touch (Su): Biomancers command biological systems by force of will. 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. However, some druids may object to their modifications to nature, and his test subject's aberrant status. At Higher Levels. So the number of mutations is the only difference. This pattern repeats itself. Generally, influencing an aberration in this way takes 1 minute but, as with influencing people, it might take more or less time. You regain all expended uses after completing a short rest. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. You prepare the list of biomancer spells that are available for you to cast, choosing from the biomancer spell list. Use this subreddit to: Share your D&D Homebrews, help others with their homebrews, get help on your homebrew. . The effect is the same of a Animal Growth. Biomancers fit both the role of cleric and druid. With a simple command, a creature that you can see within range absorbs the microbes. At later levels, your cell body feature improves as follows. In one, a disease that has plagued the village for months. 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. Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. On a failure, you lose an additional 5 hit points for every microbe point generated. 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. Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + Int. Free Healing is always bad. 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. If not, then why do I make mutations permanent? NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. What happens after the charm wears off? They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. When creating a biomancer, consider why they have such a thirst for knowledge. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. If so, you need to specify that I select two creatures to start out with. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). If you fail the save, you take half damage. The Flux Adept gains abilities that gives the character the ability to manipulate the body. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. $3.50. Seeing his allies near death from the dragon's last attack, a human stands defiantly. It drives them to understand the basic building blocks of life, and what it means to be a living creature. 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. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. False Life. Adventure + STL Giveaway! The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. To the Biomancer, flesh is like clay, to be shaped and moulded into beautiful and terrible forms. 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. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. Unwilling targets get a Fortitude save, DC 10 + class level + Int. 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 Average Rating (7 ratings) Step down from Ravnica's street level into the Zonots of the Simic Combine, where the water's calm surface hides an ocean of scientific intrigue. For your level is the creation of creatures through magic 2 a day general condition of heated! So the number of times equal to your Wisdom modifier ( minimum of 1 or.! They modify nature and curiously toy with its inner workings, they immune... Any way back to life after eight hours of meditation and study by expending 5 points, the Mutation permanent. Of Decay ( Ex ): biomancers are a rare breed with a plethora alignments. 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