biomancer 5e class

As an action, you may spend two or more microbe points. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. Biomancers are a rare breed with a plethora of alignments, perspectives, and ideologies. Do I create 5 today, 5 tomorroe, and 5 the day after that, becoming fifteen characters? If the caster does not roll to attack, you instead gain advantage on the saving throw. Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. 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. Do you like D&D? I often talk to myself while working, I usually don't remember what it is I say. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. If they succeed, they take half as much damage. Its power also increases as he levels. 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. However, all of these additional spells must come from the School of Biomancy spell list. You may choose if this pool heals or harms. The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. 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. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. While in this form, you may expend five microbe points as an action. A biomancer may want to know what makes things tick and how things work. 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. "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. 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. You may use the Microbe Touch feature unabated. 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. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. Factors such as morality are inherently irrelevant. As a biomancer, you gain the following class features. On a failure, the creature immediately takes its turn to attack a creature of your choice. The magic is fueled by a menagerie formed by the arcane and the life force of the biomancer. As he does, his already natural flames . They are thoughtful skilled druids who lack a connection with nature to turn into beasts, but instead understand nature to the point where they may command it at their whim. This sort of feature is usually once/rest, or a capstone. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. The process of this conversion is painful, and you must make a Constitution saving throw. My work is my life, everything else is a distraction! You may not use this feature again until you have completed a short rest. At Higher Levels. For example, if you are a 3rd-level biomancer, you have four 1st-level and two 2nd-level spell slots. 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. 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 empathy extends to 100 ft. How does the "touch" range work? How long does it last? For 1 second? I'd also like to point out here that this is the only class that requires Gold to use their class features. While your race and background carry equal weight in who your character is, your class defines what your character does. Once activated, they can be used to create any biohacks you know. 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. Biomancers often explore and find themselves in new lands to satiate their missions and curiosities, but what triggered your mission and your goals? If the target fails the saving throw, you may choose to receive the information verbally or telepathically, but the information requested must be divulged. Casting the spell doesn't remove it from your list of prepared spells. They may swear a new code of ethics without a spell, but doing so causes them to lose 200 xp per character level for their sudden change in focus. Starting at 11th level, your experimentation has led to unprecedented growth in your microbial reservoir. 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. First, Wisdom should be your highest ability score, followed by Intelligence. 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. All spells which affect animals now instead affect aberration. Combat: A biomancer is a caster. You regain expended uses of this feature after completing a long rest. 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). Additionally, you may spend four microbe points. Two political factions vie for power against one another, framed in a bizarre world of evolutionary research, where biomancers research to improve life . The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. I would go to any ends to make a breakthrough. Classes are the mechanical heart of characters in Dungeons and Dragons. Starting at 6th level, your body has become accustomed to poisons and diseases and you have built up biological countermeasures to each. 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. In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. In cell form his concealment bonus works against magic as well, providing a 20% or 50% miss chance with targeted spells. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. 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. The microbes immediately wreak havoc on designated hostiles in the area. Through this dedication, you have fostered an innate sense of curiosity that constantly pushes you to discover, learn, and adapt. 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. So I can create up to 3 cytoplasts at a time? Health Check (Ex): A biomancer works with living things all the time. Starting at 3rd level, your indomitable will can override the mind of a creature and make it subservient to you. Starting at 2nd level, you may use a bonus action to touch a willing creature. Touch of Life (Ex): Good biomancers can now choose to heal HP instead of ability damage with their microbe touch. When all of the effects are terminated, the overall spell ends. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. I once released a work that was shamefully riddled with errors. Additionally, you gain advantage on saving throws against poison or disease effects. 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. Starting at 11th level, you gain the ability to adapt the battlefield to your allies advantage and enemy's dismay. 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 Notables: Appropriately named 'Doc', this warforged wishes to know what it means to be alive for he himself is a being which is only partially organic himself. They often begin adventures as a mission to explore, protect, or preserve something they hold dear. Like a druid, a biomancer may gain a new subject with 24 uninterrupted hours. While in this form, you may expend five microbe points as an action. Biomancer spells are oriented on the manipulation of the organic. However, you may retain concentration on any spell already cast. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. If you do so, you may target one creature within 30ft of you and activate one of the following effects. We can help you join them in sweet marriage fit for a king. While other wizards can use Biomancy spells, they lose their proficiency bonus due to the strangeness of the magic. Steeling himself against the possibilities, a tired elf checks his notes one last time before opening the seals of two vials held in either hand. 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. Be careful with making it too easy to restore spell slots. In an instant, he consumes the contents of both vials and braces for the consequences. The creatures regain 1d10 hit points per half hour spent in the sphere. Druids from the Circle of the Stars can also augment their fighting abilities with a choice of Constellations, which act as buffs for certain abilities in a fight. Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. 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. They heal with the best of them and can protect a party from harm even better than a cleric at times. Furthermore, you no longer suffer the effects of old age. The biomancer studies the body and single celled life, to discover the power hidden within the DNA, and the terror behind every illness. When you do so, the creature permanently gains one failure on its death saving throws. Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. You may use your test subject to test diseases, poisons, and cures. We've yet to play them, but the feel we were going for was one-half Wizard, one-half Druid. 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 biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. 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. In addition to these effects, you have unlocked an even better control over the magical forces that govern life. 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. Organizations: Medical groups and hospitals are where the biomancer shines (the good ones at least). Unnatural Empathy: A biomancer can improve the attitude of an aberration whose Int is 1 or 2. Biomancers fit both the role of cleric and druid. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. 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). 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. 10-12 HD: +2 ability score bonus increase, 16-18 HD: +2 ability score bonus increase. From that point on, he may spread his disease as normal for that brand of sickness, such as by touch or fluids. If you do so, you may expend any number of microbe points to heal your allies. Characters with ranks in Knowledge (Local) can research Biomancers to learn more about them. I still think that you've got a problem linking this to hit dice and not CR. As the spores envelop him, the assassin clutches his chest as blood spews forth from his mouth. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. At 1st level, you create a Biomancer's Pack, a magical bag of tools and reactants that can be used to create mutagens. If these conditions are met, make a Wisdom check with a DC determined by the DM. Why are the creatures Tiny if that doesn't, in any way, alter their stats? If they do so, the next attack against the creature has advantage. The biomancer magically emanates life-giving energy within 30 feet of itself. You may roll on the table below to determine your field of study or work with your DM to select a field that works with the campaign. 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. My only complaint would be the third level martial mutation. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). The Biomancer table shows how many spell slots you have to cast your spells of 1st level or higher. Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. I love to travel wherever my studies take me. 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. DnD 5e - Classes. Doctor, biologist, biohazard, and more. Mutation (Ex): A biomancer has control over the Test Subject, manipulating it's structure at will. Skill Selection: Pick a number of skills equal to 4 + Int modifier. Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again. The Biomancer. You regain all expended uses after completing a short rest. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. All allies within 30 ft. gain a +5 bonus on saves against disease and poison. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Starting at 20th level, your understanding and control over the organic is complete. They gain the ability to themselves discorporate into a cloud of microbes capable of harming their foes and protecting their allies. I can consume some POWERFUL creatures. Biomancers must follow a strict Code of Ethics. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. 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. Taken a second time, this ability becomes a swift action. He may also spread to another person by touch without becoming visible again, at the same saving throw. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. 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