The treatment of a biomancer by a druidic tribe is dependent on that tribe's openness to nontraditional approaches exemplified by a biomancer. 1-3 HD: Share Spells, as the familiar ability of the same name. 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. "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. Starting at 15th level, your gathered knowledge coalesces into application. 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. Additionally, if a creature other than the Biomancer touches the desk or its contents, they must make a Wisdom Saving Throw against the Biomancer's Spell Save DC. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. Please state the nature of the medical emergency. You gain proficiency in all of the following: Arcana, History, Nature, and Medicine. Also as they level they gain better exploration capabilities, topping even a Ranger. Regardless, biomancers of all alignments acknowledge the primal forces of nature as the source of their spellcasting and generally humble themselves before deities of such power. What does the creature do then? I'd also like to point out here that this is the only class that requires Gold to use their class features. 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. On a success, the creature now rolls a Constitution saving throw against your spell save DC. Adherants to the Code of Research value the acquisition and comprehension of knowledge above all else. 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. As an action, you may spend two or more microbe points. Like a wizard they also gain 2 spells known per 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. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. Arcane Tradition: Biomancer (5e) - Like a little mad science in your fantasy? A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. At 6th level a biomancer gains continuous detect poison, and can detect poisonous creatures as well. Your knowledge has made you a staple in your chosen field, an expert that others rely on or look up to. The attacker must roll a Wisdom saving throw against your spell save DC. He may ignore racial prerequisites. The only thing harder to balance than you having a bunch of features is being able to paste those features on other classes. What have you spent your life researching or studying? When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d6 for each slot level above 1st. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. Bonus Feats: The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. 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. The spells must be of a level for which you have spell slots. 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. What happens after the charm wears off? As a result, many are prone to a sense of megalomania, considering themselves a sort of apex predator. At later levels, your cell body feature improves as follows. 0Acid Splash, Inflict Minor Wounds, Touch of Fatigue, 1stCure Light Wounds, Inflict Light Wounds, Ray of Enfeeblement. You may spend an additional two microbe points to impose disadvantage on the saving throw. 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. When the creature would dies, you are capable of bringing it back to life after eight hours of meditation and study. If you do so, you may spend any number of microbe points. 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. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. You regain expended uses of this feature after completing a long rest. They may cure themselves a number of hit points equal to their class level x 2 a day. "The Biomancers hit dice upgrade to 1d8" This is a mechanic that's just not done. https://docs.google.com/document/d/1aEPjdNwofmoASVQfDtCCGb946ayT7-AR1IZYrwHIS8g/edit?usp=sharing. As a standard action, if a biomancer succeeds on a health check, he may figure out the number of hp a creature has remaining. Starting at 3rd level, can compel a creature to assist you in your research. "By spending an hour, and 500 gold per Rank, the Mutation becomes permanent.". Alternatively he may figure out the number of HD a creature possesses. Str 10 Dex 15 Con 14 Wis 14 Int 20 Cha 15 Saving Throws: Int: +9, Wis: +6 Skills: Arcana +9, Nature +9 Senses: passive perception 12 Languages: Common plus any one language (a) a quarterstaff or (b) any simple ranged weapon. 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. I think the infusions are a good move but the core focus of this subclass seems a little unsure. So I have mutations I can apply to my creatures. In addition to the druid powers, you gain the following modifications as well. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. He becomes an aberration rather than a humanoid or his original creature, retaining all subtypes and still counting as an original member of his race for prestige classes and spells. I constantly work to prove myself a superior academic to my rival. You gain a pool of points equal to half of your maximum hit points. 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. Charisma and Wisdom both help key skills employed by the Biomancer. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. You may choose an appendage or specific region of your body to use as a spellcasting focus for your biomancer spells. The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. You may use the Microbe Touch feature unabated. There doesn't seem to be a limit to how long these last, so . infinite healing, 1d4+5 each round. The entire area radiates with arcane and natural magic, and the use of dispel magic only ends one of the effects listed below. Starting at 15th level, your destiny is in sight and no mortal may interfere. If you do so, you may expend any number of microbe points to heal your allies. While in your new form, you gain the following benefits. False Life. 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. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. Adaptation: Trump up the aberration aspect, and the class becomes Alienist for divine casters. Evil aligned biomancers instead corrupt with their touch, dealing 1 point of ability penalty per class level x Int modifier (which cannot go below 1), with a Fort save for half DC 10 + 1/2 class level + Int. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. They do not count towards your number of prepared spells. He enters the space of another creature, provoking attacks of opportunity as he does, and attempts to enter it. Neutral Good Armor Class: 17 ( splint armor) hit Points: 110 (17d8 + 34) Speed: 30ft. Biomancers often explore and find themselves in new lands to satiate their missions and curiosities, but what triggered your mission and your goals? If so, you need to specify that I select two creatures to start out with. While in this form, you may expend five microbe points as an action. If you do so, a cascade of microbes erupts from you to an area of a 30ft radius within 200ft of you. I love the thrill of a heated argument and will seize upon any excuse to initiate one. This sis till roughshod (I still need to finalize some of the archetypes! 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. If you succeed on a saving throw that would halve incoming poison damage, you take no damage instead. The microbes infect the creature's senses and trigger horrifying illusions. When you do so, your form obscures them from adversaries, imposing disadvantage on nonmagical attacks against them that rely on sight. All of the following are class features of the Biomancer. Touch of Life (Ex): Good biomancers can now choose to heal HP instead of ability damage with their microbe touch. Biomancers are casters, ultimately. Hostile creatures in the area must make a Constitution saving throw against your spell save DC. I can consume some POWERFUL creatures. Venom Immunity (Ex): At 8th level, constant contact with biohazards has made the biomancer hardy and strong. When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. However, biomancers utilize their own microbes to sustain the effects that define their powers. As a biomancer, you gain the following class features. Whenever you or your aide are charmed or frightened, the telepathic bond between you both enables you to resist the effect. The target has disadvantage on ability checks made with the chosen ability. If you fail an Intelligence ability check, you may use this feature to reroll the check with advantage. If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. Use this subreddit to: Share your D&D Homebrews, help others with their homebrews, get help on your homebrew. Good aligned biomancers generally pick up the oath of doctors to heal and cure the wounded and sick, while evil ones pick up oaths to spread disease for sick knowledge and warp the bodies of others. While in this form, you may expend five microbe points as an action. Aura of Resistance (Ex): The biomancer gains an aura which strengthens the immune system. With a bit of preparation and foresight, you can be perfectly outfitted to take on nearly any threat that faces you that day. Simic Biomancer (Artificer) Biomancer's Pack. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. You may choose if this pool heals or harms. The new spell must be of . You may use your test subject to test diseases, poisons, and cures. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. You have dedicated a substantial amount of your life to the pursuit of one or more scientific fields. Weapon and Armor Proficiency: Biomancers are proficient in all simple weapons, and light armor, but not with shields. Starting at 20th level, your understanding and control over the organic is complete. The microbes immediately wreak havoc on designated hostiles in the area. This ability functions just like a Diplomacy check made to improve the attitude of a person. Only very evil biomancers choose this ability. For 1 second? The area inside the sphere is imbued with natural magic that alters the area as appropriate to the neighboring terrain. Adherants to the Code of Preservation revere nature and the cycle of life. It is rare for a biomancer to serve a deity. For example, if underground the area becomes lit with translucent silk worms and a warm green moss coats the floor. The biomancer has advantage on saving throws against spells and other magical effects. Your cell body form immediately moves to the space around the attacker, engulfing it in spores. 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. The biomancer must have a means of cutting himself on hand, although the target weapon need not be a piercing or slashing weapon. The creature gains resistance to all poison and disease effects. $3.50. As he does, his already natural flames . As before, the creature must still be a living target. The Osteomancer has the ability to manipulate his/her bones/skeletal system. 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. In this state, he may still use the power of microbe touch without issue. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal. As a bonus action on your turn, you can move the entity 30 feet to a space you can see. Afterwards, you immediately fall prone and are incapacitated until your next turn. Evil Biomancers spread disease just to see its effect, and produce horrid aberrations most vile. You immediately choose how to distribute this pool among creatures within 50ft of you. Biomancers have learned to use the Weave to manipulate life itself, accessing a form of magic unavailable to most wizards. Area effect spells still function as normal. If these hit points would exceed the creature's maximum hit points, the excess become temporary hit points instead. When you cast a spell in this area, you can specify 'allies' that are immune to its effects. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. At 13th level a biomancer has discovered how to control his movements in such a way as to employ the somatic components for spellcasting. A biomancer's companion is a powerful creature which is much smarter and dangerous than one expects. Create an account to follow your favorite communities and start taking part in conversations. Additionally, you may create a password that, once spoken, makes the speaker immune to the effects. You can easily identify specific books or tomes and are proficient in understanding the systems of organization used in academic repositories. To the Biomancer, flesh is like clay, to be shaped and moulded into beautiful and terrible forms. Finally the biomancer gains regeneration 1, which is bypassed by fire, cold, electricity, and acid damage. Its type changes to aberration although it retains animal HD, BAB, and skills. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. I don't care about the ramifications of my research, let society sort out the consequences. He still requires the use of eschew materials to cast spells with material components, but is otherwise free to cast, even in gaseous form. How long does it last? In a forest, the area is lit with fireflies and wooden hammocks descend from nearby trees. 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). The halfling girl standing before him disperses into a cloud of sickly green spores. 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. You now have double your proficiency with the Medicine and Nature skills. 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. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. Tip 2: Embrace Your Flexibility. The biomancer rolls 1d20 and adds his biomancer level and his Charisma modifier to determine the unnatural empathy check result. Sleep, 2ndAcid Arrow, Alter Self, Calm Emotions, Inflict Moderate Wounds, Cure Moderate Wounds. A biomancer may want to know what makes things tick and how things work. Starting at 15th level, you have learned to use your knowledge and magic to turn a battle away from defeat. While your race and background carry equal weight in who your character is, your class defines what your character does. You learn additional biomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table. Additionally the biomancer gains damage reduction 5 to either silver, adamantine, or cold iron (the biomancer's choice), and his cell form's damage reduction also becomes damage reduction of the appropriate type instead of DR/magic. An eligible creature must have a Combat Rating of 1 or lower and an Intelligence score of 5 or lower. I can be rather unkempt and narrowly focused. So the creatures are permanent? 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). 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'm confused as to how this differs from other creatures I decant? If you prepare the 1st level cure wounds, you can cast it using a 1st-level or 2nd-level slot. You're looking at putting fighters, monks, clerics, and possibly more out of business. They may apply the penalty to any ability score they see fit. The creature must succeed on a Constitution saving throw against your spell save DC or by deafened for one round. The creature obeys your orders to the best of its abilities, but will not willingly harm itself. 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 . Seeing his allies near death from the dragon's last attack, a human stands defiantly. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. A large wooden desk (type and build determined by the caster) is conjured with a seat of the same type. Magic Resistance. Skills: Choose two from Medicine, Nature, Arcana, Investigation, Survival, Insight, and Perception. Full casters can't do that. So I create the same type of creature I have essence of, right? Test Subjects follow the progress and abilities of a druid's animal companion exactly, with the following changes. . Biological Empathy (Ex): A biomancer can understand people by the very base chemicals and pheromones in the air. No exceptions ever. 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. 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. This should be in the base class, not here. Inside a body, he is completely concealed and may continue to inhabit the body even after his host has died. 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