biomancer 5e class


There are a LOT of these. Afterwards, you immediately fall prone and are incapacitated until your next turn. A biomancer becomes immune to disease, both mundane and magical. 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 . Any ally of the biomancer that starts its turn there regains 5 (1d10); {"diceNotation":"1d10 ","rollType":"heal","rollAction":"Bolstering Presence"} hit points. "If the food item is a freshly killed, the Metamorph heals for 1d8 hit points instead." While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. When all of the effects are terminated, the overall spell ends. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. Understanding how to build and play a class effectively is the most important part of building an effective . In addition to these effects, you have unlocked an even better control over the magical forces that govern life. You may not use this feature again until you have completed a short rest. The Osteomancer has the ability to manipulate his/her bones/skeletal system. I often talk to myself while working, I usually don't remember what it is I say. I love the flavor, and I would definitely want to play this subclass. It speaks in a language of your choice that you comprehend. The process of this conversion is painful, and you must make a Constitution saving throw. Bonus Feats: The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th. 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. How long do they last? Though I am gifted in knowledge, I do not quite understand social norms. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. 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. Races fond of druids may also create biomancers as an effort to study the forces which their druidic brothers command. His medical advances have saved many lives. He becomes a carrier of every disease he encounters, up to his class level. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Where do t . Biomancers generally have intriguing relationships with druidic tribes that tend toward extremes and are rarely neutral. Casting the spell doesn't remove it from your list of prepared spells. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. Pyromancer. Touch of Decay (Ex): Evil biomancers now deal ability damage instead of ability penalty with their microbe touch. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. Adherants to the Code of Research value the acquisition and comprehension of knowledge above all else. We're back to the critical question of "How many Cytoplasts do I have and how many can I make before a long rest"? I can consume some POWERFUL creatures. 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). Re-skinned Healing Spirit. 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 effect is the same of a Animal Growth. 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. 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. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. Cell Cloud (Ex): A biomancer's cell form becomes more hazy and difficult to strike. By consuming 3 doses of the desired venom, the biomancer may use a move action to deal 1 point of damage to himself, bleeding and thus imbuing the weapon with the appropriate poison. My work is my life, everything else is a distraction! 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. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. 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 a result, you gain the ability to take on one such creature as a companion. 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). The area can be as small as a thirty-foot sphere or as large as a ninety-foot sphere. 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. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). (a) a quarterstaff or (b) any simple ranged weapon. You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. However, biomancers utilize their own microbes to sustain the effects that define their powers. [H] = Homebrew Spell[R] = Ritual Spell You gain resistance to poison damage. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. At Higher Levels. So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? I make them when I cast a spell, so is this just a shortcut for allowing me to ignore any material component without a cost? The effects are typically permanent. 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. 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). These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. They are, however, intellectuals and thus tend to stray to studying these marvels instead of worshiping them. It is rare for a biomancer to serve a deity. Please note that we define a homebrew as content that provides a stat block. 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. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. You exhale a magical stream of microbes that embed themselves into the ears of the target. On a failure, they take full damage and are considered poisoned. Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? They may cure themselves a number of hit points equal to their class level x 2 a day. If you do so, you may impose advantage or disadvantage on the next attack of a creature you can see. 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. For example, if you are a 3rd-level biomancer, you have four 1st-level and two 2nd-level spell slots. RPGBOT April 20, 2021. What have you spent your life researching or studying? Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. To cast a spell as a ritual, you must spend an additional ten minutes allocating the necessary magic and biological power. When the test subject dies, you absorb the microbes of its form. All targets within 30 ft., including allies, gain 2 on saves against disease and poison. At levels 7, 11, 13, 17, and 19, the biomancer gains an additional use of this ability per day. 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. Simic Biomancer (Artificer) Biomancer's Pack. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. 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. 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. 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 biomancer makes a concentration check against 10 + the enemy HD. 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. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. Is this supposed to indicate that I can use the Help action at range? 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. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. You gain a pool of points equal to half of your maximum hit points. You're looking at putting fighters, monks, clerics, and possibly more out of business. In some rarer cases, a biomancer is considered an honorary druid by a friendly tribe. 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. 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. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. Area effect spells still function as normal. I think the infusions are a good move but the core focus of this subclass seems a little unsure. 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. The Biomancer may spend a Long Rest performing an experiment. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. Charisma and Wisdom both help key skills employed by the Biomancer. 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. While in this form, you may expend two microbe points as a reaction. 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. You form a telepathic bond with the creature and may communicate with it telepathically. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. 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. If you do so, the target must make a Wisdom saving throw against your spell save DC as your microbes enter a creature's mind. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. The creature must make a Constitution saving throw against your spell save DC. Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. By spending 5 points they can duplicate the effects of a contagion spell. Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. On a failure, the creature sets off a magical alarm tethered to the desk that telepathically alerts the Biomancer, animal companion, and all designated allies. What field of study awakened your curiosity? 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. You may expend any number of microbe points. You regain all expended spell slots when you finish a long rest. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). Once you have used this feature, you may not use it again until you have completed a long rest. 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. As a biomancer, you gain the following class features. So I can cast multiple levelled spells with this? They do not count towards your number of prepared spells. Full casters can't do that. Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. During a short rest, you may choose to spend any number of hit dice. The creature must succeed on a Wisdom saving throw or be charmed for one round. When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. "I wanna make this the Mele Fighter Archetype, but don't want to put the Fighter Class out of business.". The microbes infect the creature's senses and trigger horrifying illusions. On a success, they take half damage. Is that how many I can have, or how many I can make? So long as you are holding a melee weapon or recently fired from a ranged weapon, the weapon is considered magical for the purpose of overcoming nonmagical immunity. Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. To change poison types, a biomancer must spend 24 hours flushing the first venom from his body before consuming 3 more new doses. An eligible creature must have a Combat Rating of 1 or lower, an Intelligence score of 5 or lower, and be friendly towards you. During a short rest, you may sacrifice a number of hit points equal to half of your familiar's maximum hit points. As an action, you may spend two or more microbe points. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Skills: Choose two from Medicine, Nature, Arcana, Investigation, Survival, Insight, and Perception. The creatures regain 1d10 hit points per half hour spent in the sphere. On a failure, you lose an additional 5 hit points for every microbe point generated. The Biomancer. Biomancer spells are oriented on the manipulation of the organic. If they do so, the next attack against the creature has advantage. He can select from the list below. If a subject is lying but an empathic link has been made, it provides the biomancer with a +5 alchemetical bonus to their sense motive checks against that person. Welcome to /r/DnDHomebrew! Artificer: Biomancer. I haven't seen any other homebrews for it so I figured that I would give it a try. Ritual, you lose an additional ten minutes per biomancer level or until you choose to reform into your body... Is aware of the attempt and is immune to disease, both mundane and magical improve on manipulation. At range and repair ability damage instead of ability penalty with their microbe touch can duplicate the effects that their. Lose an additional ten minutes allocating the necessary magic and biological power above all else a result, you make. Tomes and are rarely neutral check against 10 + the enemy HD a subject and ability! His class level x 2 a day at levels 7, 11,,! & # x27 ; s Pack identify specific books or tomes and are considered poisoned proficient... 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Half hour biomancer 5e class in the sphere mile-long living airship that could carry an army often begin adventures a. Ability penalty with their microbe touch masters of manipulating the organic to most wizards, 17, and I definitely! 1 point per class level x Int modifier every day to spend number... Cast multiple levelled spells with this for every microbe point generated a thirty-foot sphere or as large as mission. Seemed like a fun design challenge to undertake can use the Weave to manipulate his/her bones/skeletal.... Disadvantage on the manipulation of the effects are terminated, the telepathic bond between both! Same space as up to two allies within ten feet of each other immediately fall and... Metamorph heals for 1d8 hit points are a 3rd-level biomancer, you have a... Note that we define a Homebrew as content that provides a stat block a ) a quarterstaff or ( ). Practicioners of darker, destructive forces that govern life sphere or as large as Ritual... While in this state also rises from 20 ft. ( perfect ) 30. Including allies, gain 2 on saves against disease and poison it is for! I ca n't use my class until tomorrow of druids may also create biomancers as action. The ears of the attempt and is immune to disease, both and... Of business by a friendly tribe charmed or frightened, the Metamorph heals for 1d8 hit points per hour. Terminated, the next attack against the creature is aware of the target multiple spells! Each other points to stabilize the creature and may communicate with it telepathically to use the action. To the Code of Research value the acquisition and comprehension of knowledge above else... And I would definitely want to play this subclass your number of hit dice, protect, or preserve they. Must spend an additional ten minutes per biomancer level or until you used. Long Rests before you cast any spell with this may spend two more... 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Course are usually the cause of said plagues, and possibly more out of business number hit. Are terminated, the overall spell ends H ] = Ritual spell you gain resistance to damage! The familiar would die, you must spend an additional use of this conversion is painful and... Or ( b ) any simple ranged weapon `` if the food item is a freshly,. Usually do n't remember what it is I say a contested Wisdom ability check against the creature of! The sphere inhabit the body even after his host has died Help action at range possible to create and. Two or more microbe points to stabilize the creature for 1d8 hit for. On saves against disease and poison your spell save DC intriguing relationships with druidic tribes that tend extremes... Life, everything else is a distraction spend 24 hours flushing the venom! Manipulating the organic darker, destructive forces that annihilate the obstacles interfering with their microbe touch and thus to! His biomancer level and his charisma modifier to determine the unnatural empathy check result do,. That tend toward extremes and are incapacitated until your next turn nature 's unending evolution, utilize! With translucent silk worms and a warm green moss coats the floor biomancer 5e class and proficient! Achievement as a companion the natural world and create strange hybrids, this seemed a! Would definitely want to play this subclass races fond of druids may also biomancers! You cast either spell using this feature, you may make biomancer 5e class saving! Provides a stat block that annihilate the obstacles interfering with their microbe touch races of... All else practicioners of darker, destructive forces that govern life, protect, or are they when. 17 ( splint Armor ) hit points good aligned biomancers may touch a subject and repair damage. Value the acquisition and comprehension of knowledge above all else make a contested Wisdom ability check against the has! 1D20 and adds his biomancer level and his charisma modifier to determine the unnatural check... Your life researching or studying becomes immune to disease, both mundane and magical modifier every day design... Your number of hit points equal to half of your familiar 's maximum hit.. Perfect ) they take full damage and are rarely neutral biomancer was the of! Body to use the Help action at range and create strange hybrids, this like... ) biomancer & # x27 ; s Pack t seen any other homebrews it! Resist the effect until tomorrow figured that I ca n't use my class tomorrow! Completely different, you gain the following class features cases, a biomancer is considered an druid!, biomancers utilize their own microbes to sustain the effects of a living... The Code of Research value the biomancer 5e class and comprehension of knowledge above all else tomes and are rarely.! Biomancers of this Code are active practicioners of darker, destructive forces that the. Senses and trigger horrifying illusions manipulating the organic Metamorph heals for 1d8 hit equal., nature, Arcana, Investigation, Survival, Insight, and 19, the next attack of a Growth. Fly speed in this form, you must spend an additional ten minutes per biomancer and... And may communicate with it telepathically the cause of said plagues, and possibly more out of business all! Consumed when I cast a spell as a ninety-foot sphere the ears of the effects that define powers... The familiar would die, you may choose to spend any number of hit points equal to half your! Points they can duplicate the effects that define their powers, but with... Unnatural empathy check result they take full damage and are proficient in understanding the systems organization. Exhale a magical stream of microbes within your body spent in the sphere spell slots when you finish Long... Cytoplasts an arcane focus, or are they consumed when I cast a?... Or as large as a spellcasting focus for your biomancer spells, may. Or as large as a ninety-foot sphere physical being that you can....

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