biomancer 5e class
"By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". You retain this form for ten minutes per biomancer level or until you choose to reform into your physical body. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. While in this form, you may expend two microbe points as a reaction. Taken a second time, this ability becomes a swift action. "The Hivemind, the brute, the caster" - what are these? I have become spiteful at those who do not share my intelligence. If these conditions are met, make a Wisdom check with a DC determined by the DM. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). This should be in the base class, not here. Races fond of druids may also create biomancers as an effort to study the forces which their druidic brothers command. Once you reach 10th level, your study over the powers of life have unlocked the ability to grant sentience to living creatures or even bring those that have died back to life. Press question mark to learn the rest of the keyboard shortcuts. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). If successful, he may cast spells normally, assuming he could cast spells in cell form in the first place. Buildings or other structures not within the sphere are excluded from the effects. So I have mutations I can apply to my creatures. This sort of feature is usually once/rest, or a capstone. When all of the effects are terminated, the overall spell ends. The DC for this check is 10 + the HD of the target creature, and he may do this as a free action. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). 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. I'd also like to point out here that this is the only class that requires Gold to use their class features. A successful Heal check reveals what kind of poison the creature possesses. Biomancers of this code are often reclusive and apolitical. $3.50. A biomancer becomes immune to disease, both mundane and magical. Vers 1930. sont sur eBay Comparez les prix et les spcificits des produits neufs et d'occasion Pleins d'articles en livraison gratuite! Additionally, you may spend four microbe points. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. A Dragonborn dances around a fire, emulating the movements of a Dragon he studied so long ago. A leather-bound journal containing fifty parchment pages, a bottle of ink, and a quill. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. If you cast a spell in this way, the spell does not consume a spell slot and functions as normal. Their goals are usually centered on the fulfillment of a vision for their own destiny. Races: Races which produce wizards also produce Biomancers as both require an amount of study and knowledge. If you fail the save, you take half damage. 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. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. 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. While in your new form, you gain the following benefits. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. He did a quick conversion from 3.5 to 5e (no subclasses, few class features, enough to get the character going). On a success, they take half as much damage. The attacker must roll with disadvantage against your cell body miss chance. 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. 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. 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. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. So I create the same type of creature I have essence of, right? Do you like D&D? The capabilities of a biomancer correlate to their experimentation. You exhale a magical stream of microbes that embed themselves into the ears of the target. It is easy to find similarities between the two, but the academic and microscopic foci of the biomancer are clear distinguishing factors. On a failure, you lose an additional 5 hit points for every microbe point generated. "The Biomancers hit dice upgrade to 1d8" This is a mechanic that's just not done. Targets who do not wish to be empathetic may resist with a Will save DC 10 + 1/2 + Int. With a simple command, a creature that you can see within range absorbs the microbes. The Biomancer table shows how many spell slots you have to cast your spells of 1st level or higher. You regain expended uses of this feature after completing a long rest. Any time your subclass takes the base class and radically changes it into something completely different, you're walking a dangerous line. Is this supposed to indicate that I can use the Help action at range? Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. Health Check (Ex): A biomancer works with living things all the time. You immediately gain seven microbe points. 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. If you already have proficiency, you gain expertise instead. All of the following are class features of the Biomancer. Microbe Touch (Su): Biomancers command biological systems by force of will. What have you spent your life researching or studying? Flavor text, Stories, Images and/or Maps alone are not homebrew! In doing so, the test subject completely loses its form and may not be resurrected. There are a LOT of these. The Biomancer may spend a Long Rest performing an experiment. 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. When you do so, choose a number of biomancer spells equal to your Wisdom modifier + your biomancer level (minimum of one spell). The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. Evil-aligned biomancers, on the other hand, utilize their powers for malicious purposes and bend nature to the furtherance of their agenda. Most of my work goes to support the university where I studied. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. In addition, for every ten years that passes, you only age one year. False Life. Additionally, you gain advantage on saving throws against poison or disease effects. An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. 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. Be careful with making it too easy to restore spell slots. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. In addition to all druidic spells, add the following spells to the biomancer's class list. Touch of Decay (Ex): Evil biomancers now deal ability damage instead of ability penalty with their microbe touch. In addition, the animal gains a dim but palatable sentience over its fellow animals. You may make a magical melee attack against a creature. Area effect spells still function as normal. 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. You gain resistance to poison damage. On a successful save, the target takes half as much damage and doesn't have to move away. 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. In any case, a biomancer's presence often brings with it attention and curiosity of the guardians of nature. Starting at 7th level, you become capable of forcefully taking the information you desire. Although they modify nature and curiously toy with its inner workings, they firmly believe it should be preserved and respected. You're looking at putting fighters, monks, clerics, and possibly more out of business. In one, a disease that has plagued the village for months. Gods who deal with health, both good and ill, also are popular with biomancers. Adherants to the Code of Preservation revere nature and the cycle of life. Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Ride (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis). The spirit cannot heal constructs nor undead. 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. As a scientist, you are familiar with repositories of knowledge and have spent no small amount of time learning therein. Evil biomancers find few friends, and strike off on mad solo pursuits to discover the latest vile plague. 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. No exceptions ever. 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. 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. Learning therein of microbes that embed themselves into the ears of the target takes as! Preserved and respected apply to my creatures past creatures with powerful regeneration intelligence score increases to.... 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