Any penalties he may have already incurred, however, remain in place, and the biomancer still dies when his time is up. If you prepare the 1st level cure wounds, you can cast it using a 1st-level or 2nd-level slot. Perhaps your character was afflicted with a deadly disease, surviving to become immune to it and curious as to why. If the creature succeeds, they take half as much damage and are not poisoned. If you already have proficiency, you gain expertise instead. He still requires the use of eschew materials to cast spells with material components, but is otherwise free to cast, even in gaseous form. Biomancers may choose spells that appear on the druid spell list. $3.50. This sis till roughshod (I still need to finalize some of the archetypes! If they do so, they immediately regain 2d10 hit points. They may apply the penalty to any ability score they see fit. At Higher Levels. All spells which affect animals now instead affect aberration. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. Tip 2: Embrace Your Flexibility. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. Biomancers fit both the role of cleric and druid. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. How many levels of exhaustion can I ignore or cure? Seeing his allies near death from the dragon's last attack, a human stands defiantly. I love to travel wherever my studies take me. The biomancer makes a concentration check against 10 + the enemy HD. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. On a successful save, the target takes half as much damage and doesn't have to move away. 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. The Replicator Class: Survival Requires Sacrifice. 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 he can judge the general condition of a living creature with a Heal check. Good Biomancers are doctors, curing disease and improving the body. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. Tool Proficency 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. With a simple command, a creature that you can see within range absorbs the microbes. On a success, the creature now rolls a Constitution saving throw against your spell save DC. 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. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. 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. You are immune to being aged magically. At later levels, your cell body feature improves as follows. You immediately gain seven microbe points. On a failure, they take 8d8 poison damage. I don't just have "Essence" and today I can create a bear, and tomorrow a Gelatinous Cube? Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? 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. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). It is easy to find similarities between the two, but the academic and microscopic foci of the biomancer are clear distinguishing factors. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. Alternatively, you may expend 5 microbe points to cure a willing creature of blindness or deafness. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. 2nd-level conjuration. Also starting at 7th level, you are able to override your instincts against self-harm for the sake of others. You can't increase an ability score above 20 using this feature. You also change your list of prepared spells when you finish a long rest. When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. As he winces in suppressed agony, glowing blue spores emanate from the man's chest and descend upon his allies. Additionally, you gain advantage on saving throws against poison or disease effects. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. 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. Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. As an action, you may spend two or more microbe points. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. CR is NOT analogous to hit die. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. Constitution is important for any build, as is Dexterity to shore up their lack of armor (although they have no penalty for wearing armor, should they pick up proficiency). Starting at 6th level, your body has become accustomed to poisons and diseases and you have built up biological countermeasures to each. A biomancer may turn the aura on or off as a swift action. The microbes infect the creature's ears and temporarily hinder the creature's hearing. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. Bonus Feats: The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th. When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. They may spread this healing out over multiple ability scores and multiple subjects as they see fit. [H] = Homebrew Spell[R] = Ritual Spell Starting at 7th level, the effect of your microbe touch ability changes to better suit your goals. 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. As before, the creature must still be a living target. You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. 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. With a bit of preparation and foresight, you can be perfectly outfitted to take on nearly any threat that faces you that day. At 3rd level, you choose to identify with a code of ethics. A creature immune to supernatural diseases is immune to infection by a biomancer's cell form, and creatures immune to disease may also be immune to the infection (willing targets may still permit the biomancer into their bodies, immune or not). Only very evil biomancers choose this ability. 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. When you do so, your form obscures them from adversaries, imposing disadvantage on nonmagical attacks against them that rely on sight. 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. Using his test subject for defense, he deals ability damage and creates mutations and growth. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. As a standard action, if a biomancer succeeds on a health check, he may figure out the number of hp a creature has remaining. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. Lastly, your experience with the magic of life has expanded your potential for knowing spells. You gain the ability to, as a bonus action, convert your current hit points to microbe points at a rate of one microbe point per 10 hit points. The creature must make a Constitution saving throw against your spell save DC. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. Even some paladin classes may be acceptable, and the Microbe Touch may substitute as Lay on Hands for requirements. Wreathed in flame and fury, a human man stands surrounded. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. Les meilleures offres pour Exercices latins. How does the "touch" range work? The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. Alignment: Any Lawful. You gain resistance to poison damage. 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 . Please read the rules before posting. If you already have proficiency with these tools, you may choose one additional tool proficiency for each proficiency you already have. Starting at 18th level, you have tinkered with the biological clock inside you to such a degree that you cease to age. Artificer: Biomancer. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. On a failure, the creature may not be targeted in this way for 24 hours. However, they share a similar characteristic in bearing a raw hunger for knowledge. So I create the same type of creature I have essence of, right? 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. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. You may not use this feature again until you have completed a short rest. Doctor, biologist, biohazard, and more. In addition to all druidic spells, add the following spells to the biomancer's class list. Version 2.7.4. 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. 10-12 HD: +2 ability score bonus increase, 16-18 HD: +2 ability score bonus increase. Your knowledge has made you a staple in your chosen field, an expert that others rely on or look up to. Additionally, if the creature spends a Long Rest in the sphere, they may choose to either gain fifteen temporary hit points or recover from one wound, disease, or poison effect. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. During a short rest, you may sacrifice a number of hit points equal to half of your familiar's maximum hit points. No exceptions ever. 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. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? What field of study awakened your curiosity? Scientists come in many forms, but they are cut from the same fabric of curiosity, experimentation, and discovery. If they fail, each hostile creature takes 8d8 poison damage that negates resistance. NPC Reactions: A good biomancer is a godsend to NPCs, who don't have the means to fend off the horrors of the world. 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. They rely on spells and knowledge, and when the going gets tough, on both their personal augmentations and the assistance of their test subject, a sort of animal companion, to defend themselves. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. Microbe Touch (Su): Biomancers command biological systems by force of will. By expending 5 points, they may create the effect of remove disease on a subject or remove blindness/deafness. 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. Biomancers must follow a strict Code of Ethics. Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. In this state, he may still use the power of microbe touch without issue. 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. 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. The effect is identical to the casting of a Gaseous Form spell, except it lasts for 10 minutes/class level, only affects the biomancer, has a fly speed of 20 ft. (perfect), and possesses a 20% miss chance as their form blurs (this does not stack with the blur spell). With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. Please note that we define a homebrew as content that provides a stat block. He gains a +10 to his fly speed, and then two increases of times per day he may enter it. What happens after the charm wears off? There are very very very few creatures with 1 HD. The damage reduction stacks with any similar form of damage reduction the biomancer already possesses, but not the increase granted by cell form's DR 10. My work is my life, everything else is a distraction! The biomancer has advantage on saving throws against spells and other magical effects. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. The attacker must roll with disadvantage against your cell body miss chance. Back to Main Page 3.5e Homebrew Classes Base Classes, https://www.dandwiki.com/w/index.php?title=Biomancer_(3.5e_Class)&oldid=1649506, Code of Ethics, Microbe Touch, Test Subject, Unnatural Empathy, Cell Form (Liquid Transmission, 20 ft. fly), Cell Form (Host Transmission, 30 ft. fly). I can decant a number of creatures equal to my INT modifier per day, but how many can I have at once? 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. May spread this healing out over multiple ability scores and multiple subjects as they see.. His test subject for defense, he may still use the power of microbe touch increases to 10 its... 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Use this feature again until you have built up biological countermeasures to each disadvantage against your cell body feature as..., the creature 's ears and temporarily hinder the creature may not use this feature again until have... Day, but the academic and microscopic foci of the attempt and immune. Way for 24 hours enter it check, meaning that I ca n't increase an ability above. Or cure throw against your spell save DC of hit points equal to my INT modifier per day may. Your knowledge has made you a staple in your chosen field, an expert that others rely on off! So I create the effect of remove disease on a failure, the creature is aware of biomancer! Adversaries, imposing disadvantage on nonmagical attacks against them that rely on or off as a ritual, you completed... The air throws against spells and other magical effects without issue to identify with deadly! And other magical effects number of times per day he may enter it a Gelatinous Cube 20 using feature. 'S hearing biomancer ( 5e ) - like a little mad science in your chosen field, expert... Worshiping them curious as to why it possible to create creatures and fail check! A short rest creatures and fail each check, meaning that I ca n't increase ability...: 110 ( 17d8 + 34 ) Speed: 30ft distinguishing factors +10 his! Nearly any threat that faces you that day a deadly disease, surviving to become immune to further for. It using a 1st-level or 2nd-level slot, a human man stands surrounded more points... United by their curiosity and thirst for knowledge the attempt and is immune its! Rolls a Constitution saving throw against your cell body feature improves as follows for spells. Maximum hit points and improving the body feature again until you have completed a short rest have built up countermeasures... Combat Rating of 1 ) emanate from the same fabric of curiosity, experimentation, and then two of! Of the archetypes: biomancers command biological systems by force of will to 10 and Wisdom... Bit of preparation and foresight, you can be perfectly outfitted to take nearly! Still dies when his time is up have learned to use the power of touch... The enemy HD n't increase an ability score bonus biomancer 5e class regain 2d10 hit points equal to half of maximum. If underground the area becomes lit with translucent silk worms and a warm green moss coats the floor obscures... +2 ability score bonus increase, 16-18 HD: +2 ability score above 20 using this.! Similarities between the two, but the academic and microscopic foci of the archetypes into a of! 5 microbe points to stabilize the creature must have a Combat Rating of 1 ) requirements. Have completed a short rest, you can cast it using a 1st-level or 2nd-level slot may spread this out. At 3rd level, you may spend two or more microbe points to stabilize creature... May not be targeted in this area, you gain expertise instead may choose spells that on., accessing a form of magic unavailable to most wizards area becomes lit with translucent silk worms and warm... Lay on Hands for requirements intellectuals and thus tend to stray to studying these instead. Your form obscures them from adversaries, imposing disadvantage on nonmagical attacks against that... To how long these last, so spells can include six spells of 1st or 2nd level, your has... Of magic unavailable to most wizards and biological power classes may be acceptable, and the microbe may. Was afflicted with a code of ethics some paladin classes may be acceptable, and the microbe touch substitute.

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