Base Class: Wizard
You have dedicated yourself to the study of the magic of living beings. Through careful investigation and experimentation you have unlocked the secrets of bone and flesh, granting you skill in altering the genetic code of creatures. While some may be repulsed at someone who sculpts life as one would shape clay, to you this pursuit contains the hope of defeating disease and even extending your lifespan.
Manipulate Genes
Starting at 2st level, you learn the spell alter self. You always have this spell prepared and it doesn't count against the number of spells you have prepared. You can cast this spell without expending a spell slot. You can do so a number of times equal to your intelligence modifier (minimum of 1) and regain all uses after a long rest.
Improved Biology
Starting at 2nd level when you select this school, you gain resistance to poison damage, and have advantage on saving throws against being poisoned. You have made your sleep cycles more efficient, allowing you to finish a long rest in only 4 hours.
Sculpt Flesh
Starting at 6th level, you have learned to alter the physiology of other creatures. As an action you can affect a targeted creature within 30 feet. The target must make a Constitution saving throw against your spell save DC. A creature can choose to fail this saving throw. Upon a failed save you cause the target to be affected by one of the following options for 1 minute. Upon a target failing the save for this ability you lose this ability until you finish a long rest. This ability does not work on constructs.
- Accelerated healing: The target regains a number of hit points equal to 1d6 at the start of each of their turns.
- Cellular damage. The target takes 1d10 necrotic damage at the start of each of their turns.
- Shape body. The target either grows wings and gains a flying speed of 50 feet, or the target's apparent age is reduced by 1d10 years.
- Enhance senses. The target gains blindsight with a 60ft radius.
Adaptive Defense
At 10th level, you add the stoneskin spell to your spellbook, if it is not there already. Once per short rest, you can cast stoneskin on yourself as a reaction to taking non-magical bludgeoning, slashing, or piercing damage, without expending a spell slot.
Perfected Body
Starting at 14th level, you have achieved the pinnacle of biomantic prowess, and have permanently enhanced your body.
You are immune to poison damage, and are immune to disease and the poisoned condition.
You no longer age, and any magical alteration to your age is reversed after finishing a long rest.
Any limbs you have lost are regenerated after finishing a long rest.
Additionally, chose one of the following permanent alterations to your body
Multi-limbed. You grow an extra pair of arms and hands. These hands can perform the somatic components of spells, use an arcane focus, wield weapons, and perform any other action a typical free hand could perform. This option allows you to perform an additional attack when taking the Attack action.
Stinging Tail. You grow a tail with a venomous stinger. This tail counts a simple melee weapon with the reach property. You have proficiency with this weapon. This weapon deals 1d8 piercing damage and 2d12 poison damage on a hit.
Redundant Organs. You have advantage on death saving throws,
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