Base Class: Wizard
A subset of the Transmutation School of magic. This wizard has focused on the interaction of biological materials and arcane forces. Be it the transformative effects of a magical spell, the result of some disease or simply the inate arcane force that inhabits some races the Biomancer has studied them all.
Anatomical Study
At 2nd level you gain proficiency in Medicine and with a healers kit. If you are already proficient with these you may choose a different wizard skill or tool kit.
You may use intelligence in place of wisdom for medicine checks and checks involving a healers kit.
Vitus Arcanum
At 2nd level Careful study has revealed the link between life energy and the intricate patterns of the weave. On your turn you may use your action to target a willing creature up to 60 feet away. The creature may heal by spending hit dice as if using a short rest or you may roll your own hit dice to heal the target. The maximum number of dice that can be expended is equal to your proficiency modifier. This healing is considered negative necrotic damage and is affected by necrotic resistance and immunity.
In addition you gain additional hit dice equal to half of your wizard level. These hit dice are not used in calculating your characters maximum health but otherwise function as normal hit dice.
Malleable Life Force
At 6th level your knowledge of the bodies inner workings allows you to hasten recovery from certain effects. When using Vitus Arcanum you may spend 2 additional hit die in addition to any healing to remove the effects of a Poison, Disease, or Condition upon the target or remove 1 level of exhaustion. These additional hit die may come from you or your target independent of which pool of hit dice is being used to heal.
This knowledge also allows you to replicate the effect of poison artificially. Your spells that inflict the poisoned condition ignore resistance and immunity.
Spell Grafting
By 10th level your understanding of the natural flow of energy in the body you are able to weave certain traditional spell effects into a willing target so they do not fade if not maintained. As a bonus action on your turn you may expend a number of hit dice up to your proficiency modifier to remove the concentration requirement of a spell, the spell effect remains for a number of rounds equal to the hit dice spent by the bonus action in place of its normal duration.
Ethical Concerns
At 14th level your mastery of biology gives you increased understanding of how to bypass a creatures immunity. While under the effect of the poisoned condition caused by you a creature has disadvantage on saving throws against your spells. Additionally any creature suffering the poisoned condition from a spell or effect caused by you loses any immunity or resistance to poison damage from any spell or affect you control.
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