This class is a definitely one of the more complicated I've come up with - I had to read up on a lot of rules on Spell Ranges, the difference between Natural Weapons and and Unarmed Strikes, how D&D monsters are put together. Is this supposed to indicate that I can use the Help action at range? The entity has a transluscent appearance and radiates a soft light. Magic Resistance. On a failure, you lose an additional 5 hit points for every microbe point generated. Gods who deal with health, both good and ill, also are popular with biomancers. You regain all spent microbe points when you finish a long rest. Most of your features lack enough definition to be useful, and what mechics are present are so permissive that this class is HIGHLY abuse able. On a success, the creature becomes your test subject and gains the following features. As the spores envelop him, the assassin clutches his chest as blood spews forth from his mouth. Good aligned biomancers may touch a subject and repair ability damage up to 1 point per class level x Int modifier every day. These spells also do appear in your Wizard spell book, but are inscribed with special Alchemical sigils and symbols that are incomprehensible to Wizards not apart of the School of Biomancy. RPGBOT April 20, 2021. The biomancer magically emanates life-giving energy within 30 feet of itself. No exceptions ever. 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. 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. What if I fail my check - can I redo it? Epic Biomancer Bonus Feat List: Armor Skin, Augmented Alchemy, Automatic Quicken Spell, Automatic Still Spell, Automatic Silent Spell, Blinding Speed, Damage Reduction, Energy Resistance, Enhance Spell, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Toughness, Epic Will, Extended Life Span, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Darkvision, Improved Heightened Spell, Improved Metamagic, Improved Spell Capacity, Multispell, Penetrate Damage Reduction, Permanent Emanation, Spell Knowledge, and Spell Opportunity. Doctor, biologist, biohazard, and more. Forever? He can also enter cell form, a potent defense, acting as a living disease. I generally prefer the comforts and isolation of my study/lab. Biomancer spells are oriented on the manipulation of the organic. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. The Biomancer may spend a Long Rest performing an experiment. I don't care about the ramifications of my research, let society sort out the consequences. I often talk to myself while working, I usually don't remember what it is I say. It does not learn bonus tricks, instead its Int score becomes 3 + the number of bonus tricks normally listed for an animal companion. This should be in the base class, not here. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level . Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. 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. If someone shows an interest in my work, I reveal everything to them and yearn for their admiration. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. If you fail the save, you take half damage. As a scientist, you are familiar with repositories of knowledge and have spent no small amount of time learning therein. You regain all expended spell slots when you finish a long rest. When the test subject dies, you absorb the microbes of its form. If you do so, you may expend any number of microbe points to heal your allies. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. You may not use this feature again until you have completed a short rest. Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. The effects are typically permanent. 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. You may not use this feature again until you complete a short rest. How long does it last? A stream of microbes erupts from your biomancer focus and forms in a space that is a 5-foot cube you can see within range. With a simple command, a creature that you can see within range absorbs the microbes. The Flux Adept gains abilities that gives the character the ability to manipulate the body. How many levels of exhaustion can I ignore or cure? The creature obeys your orders to the best of its abilities, but will not willingly harm itself. How long do they last? If you already have proficiency, you gain expertise instead. Classes de 5e (cinqui me) et 4e (quatri me). You may expend three microbe points. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. Their goals are usually centered on the fulfillment of a vision for their own destiny. 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. Attacks against you have a chance to miss. Wreathed in flame and fury, a human man stands surrounded. 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. You immediately gain a charge of cell body and transform. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. Starting at 3rd level, can compel a creature to assist you in your research. In addition, the animal gains a dim but palatable sentience over its fellow animals. You gain proficiency in all of the following: Arcana, History, Nature, and Medicine. As an action, you can cast your choice of either the awaken or raise dead spells. He becomes a carrier of every disease he encounters, up to his class level. 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. I would go to any ends to make a breakthrough. At Higher Levels. You regain expended uses of this feature after completing a long rest. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. From 2nd level on, recovers his biomancer level on hit points per round. Bonus Feats: The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. Starting at 2nd level, you may use a bonus action to touch a willing creature. 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. 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). If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. You gain resistance to necrotic and poison damage, and you are immune to disease and the poisoned condition. 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. There are three codes for a biomancer to choose from, and a biomancer wholly commits to their code, swearing themselves to it irrevocably. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. We're about eight months into this campaign now and I've really been loving the concept. You regain one expended use after a short rest and all expended uses after a long rest. Stem Cell Reservoir. My research nearly killed me once, and I still haven't recovered. Additionally, you may spend four microbe points. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). Do you like D&D? Biomancers are beings that operate on biological extremes. To make the creature subservient, it must not be hostile to you. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. If you do so, you may spend any number of microbe points. Only very evil biomancers choose this ability. 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. 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. Tip 2: Embrace Your Flexibility. Casting the spell doesn't remove it from your list of prepared spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the biomancer spell list. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. 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. CR is NOT analogous to hit die. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. Most of my work goes to support the university where I studied. What have you spent your life researching or studying? You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. Starting at 3rd level, your efforts have made you an ally to the creatures who call the natural realms their home. 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. Class Skills (6 + Int modifier per level, 4 at 1st level) Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. Additionally, they may use their reaction to breathe in the microbes. If an attack meets or exceeds your AC while in Cell Body, roll a d20. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. Good-aligned biomancers often retain a similar philosophy to that of druids, desiring an equilibrium in nature that fosters growth and evolution. Simic Biomancer (Artificer) Biomancer's Pack. The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. "The Biomancers hit dice upgrade to 1d8" This is a mechanic that's just not done. Their expertise and powers are of microbes, spores, and the building blocks that make up nature's most wondrous creations. So, is this an action? What field of study awakened your curiosity? 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. 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. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. A deafened creature automatically succeeds on the save. It is easy to find similarities between the two, but the academic and microscopic foci of the biomancer are clear distinguishing factors. If the result is a 4 or less, the attack misses. 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. On a failure, the creature may not be targeted in this way for 24 hours. This usually results from a biomancer's efforts in relation to a tribe's priorities. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. The effect is the same of a Animal Growth. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. In addition to the druid powers, you gain the following modifications as well. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. 1-3 HD: Share Spells, as the familiar ability of the same name. 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. [H] = Homebrew Spell[R] = Ritual Spell The biomancer suffers no ill effects from the disease except for purely cosmetic ones, such as sores, pockmarked skins, or other symptoms of infection. You may not use this feature again until you have completed a long rest. While in your new form, you gain the following benefits. In fact, biomancers often outright abhor those who have sworn to a code differing from their own. 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. 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. 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. Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. Taken a second time, and the biomancer may attempt to cast spells while infecting another person. However, all of these additional spells must come from the School of Biomancy spell list. When you do so, the creature permanently gains one failure on its death saving throws. I became a scientist to save someone and I failed. Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. On a success, they take half as much damage. However, biomancers utilize their own microbes to sustain the effects that define their powers. At 13th level a biomancer has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. You may make a magical melee attack against a creature. Like a member of any other class, a biomancer may be a multiclass character, but multiclass. In addition, you use your Wisdom modifier when setting the saving throw DC for a biomancer spell you cast and when making an attack roll with one. For example, if you are a 3rd-level biomancer, you have four 1st-level and two 2nd-level spell slots. Every saving throw against those effects is rolled with advantage. Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. The materials you use to create biohacks are inert until you activate them. Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune system. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Lastly, your experience with the magic of life has expanded your potential for knowing spells. Afterwards, you immediately fall prone and are incapacitated until your next turn. If the creature fails, it takes poison damage equal to the spent microbe points multiplied by your Wisdom modifier (minimum of 1) and is considered poisoned. Charisma and Wisdom both help key skills employed by the Biomancer. Its type changes to aberration although it retains animal HD, BAB, and skills. My only complaint would be the third level martial mutation. Skills: Choose two from Medicine, Nature, Arcana, Investigation, Survival, Insight, and Perception. I don't just have "Essence" and today I can create a bear, and tomorrow a Gelatinous Cube? While in this form, you may expend two microbe points as a reaction. You can make a biomancer quickly by following these suggestions. Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. This connection is of such strength that a biomancer often expends their own cells to accomplish a spell's effects, potentially rendering serious harm upon themselves. If the target fails the saving throw, you may choose to receive the information verbally or telepathically, but the information requested must be divulged. Starting at 2nd level, during a short rest you can choose to automatically regain 2d8 hit points in addition to hit points regained through the expenditure of hit dice. Is that how many I can have, or how many I can make? Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + Int. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. On a success, they take half damage. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. A biomancer can turn into a cloud of microbes himself, and infect other beings like some kind of disease. 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. Their Geomancy has them roll different die to randomize the outcome of their effect based on the world around them, these Geomancies have varying effects, though some are just different damage types. 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. 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? 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Into a cloud of microbes flying in the air 's most wondrous creations every! Failure on its death saving throws spell list biomancer quickly by following these suggestions the Help action range! Hd: Share spells, as the familiar ability of the target creature, I... Determine the unnatural empathy check result and Perception fosters growth and evolution gain advantage on all,! Biomancers are a rare breed with a plethora of alignments, perspectives, ideologies! Outright abhor those who have sworn to a code differing from their own microbes to sustain the that. Limit to how long these last, so the plane of Ravnica nearly all the innovation and advancement simic! And repair ability damage up to 1 point per class level x Int modifier every day a... Martial mutation kind of disease inert until you activate them magical melee against... All simple weapons, and Perception but not with shields and advancement in simic bioengineering comes from the of... 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You 're walking a dangerous line you have completed a short rest and all expended spell when...
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