Base Class: Wizard
Biomancers are arcane researchers who regard life not as a fixed state, but as a foundation upon which greater forms can be built. Through a fusion of transmutation magic, biological experimentation, and carefully cultivated specimens, these mages learn to reshape living creatures according to their designs.
The Biomancers of the Simic Combine are among Ravnica's most ambitious researchers. Working within hidden laboratories, sprawling zonots, and specialized growth chambers, they cultivate strange organisms and engineer adaptations drawn from the countless species under the Combine's study. A Biomancer might graft armored plating onto an ally, stimulate the sudden growth of claws or fins, or conjure experimental mutants bred to survive conditions that ordinary creatures could not.
To a Biomancer, mutation is not corruption, it is possibility. Their creations are living experiments, continually altered and refined as their research advances. Whether seeking to improve Ravnica's inhabitants, create organisms capable of adapting to an ever-changing world, or simply discover how far life can be pushed beyond its natural limits, Biomancers embody the Simic belief that nature's work is not yet finished.
Level 3: Biomancer Spells
When you reach a Wizard level specified in the Biomancer Spells table, you thereafter always have the listed spells prepared. These spells count as Wizard spells for you, and they don't count against the number of Wizard spells you can prepare.
| Wizard Level | Spells |
|---|---|
| 3rd | Detect Poison and Disease, Enhance Ability |
| 5th | Water Breathing |
| 7th | Polymorph |
| 9th | Awaken |
In addition, when you cast a Wizard spell that deals damage, you can change that damage's type to Acid or Poison.
Level 3: Lesser Biomancy
When you choose this subclass, choose one of the following paths of biomancy: Mutant Conjuration or Self-Perfection. Your choice represents whether your experiments focus on creating new forms of life or improving your own.
Mutant Conjuration
You can cast Find Familiar without expending a spell slot or requiring Material components. Once you cast the spell in this way, you can't do so again until you finish a Short or Long Rest. When you cast Find Familiar in this way, your familiar takes the form of a Category 1 Krasis. Instead of gaining one Major Adaptation and one Minor Adaptation, the Krasis gains two Minor Adaptations, determined separately by rolling on the Minor Adaptations table. Unlike a normal familiar, your Krasis familiar can attack. On each of your turns, you can take the Attack action to command the Krasis to use its Reaction to make one attack against a creature within its reach.
Self-Perfection
You have modified your own biology to make your body more resilient and better suited to channeling magic. While you aren't wearing armor, your base Armor Class equals 12 plus your Intelligence modifier. Your Hit Point maximum also increases by 1 for each Wizard level you have, and it increases by 1 whenever you gain another Wizard level. In addition, you can use your body as a Spellcasting Focus for your Wizard spells. When you cast a Wizard cantrip using your body as a Spellcasting Focus, you can add your Intelligence modifier to one damage roll of that spell.
Level 6: Staggering Alteration
You can rapidly alter a creature's biology, overwhelming its body and senses before the alterations revert.
As a Magic action, you can expend a spell slot of 1st level or higher and choose one creature within 5 feet of yourself. The target must succeed on a Constitution saving throw against your spell save DC or suffer one of the following conditions of your choice for 1 minute, depending on the level of the spell slot expended:
1st Level or Higher: Deafened or Poisoned
2nd Level or Higher: Blinded
3rd Level or Higher: Paralyzed
Level 10: Greater Biomancy
Your experiments have advanced considerably, allowing you to exercise greater control over the mutations you create. You gain one of the following benefits, determined by the path you chose for your Lesser Biomancy feature.
Greater Mutant Conjuration. When you command your Krasis familiar to attack, you can do so as a Bonus Action instead of taking the Attack action. In addition, when you summon your Krasis familiar with your Lesser Biomancy feature, you choose one Minor Adaptation for it instead of rolling for that adaptation, and you roll for one Major Adaptation. Whenever your Krasis familiar deals damage, you can change that damage's type to Acid or Poison.
Greater Self-Perfection. You have modified your own body so extensively that your physiology has begun to resemble that of a Krasis. Whenever you finish a Long Rest, choose one Minor Adaptation from the Krasis Minor Adaptations table, then roll on the table for a second Minor Adaptation. You gain the benefits of both adaptations until you finish your next Long Rest. When you gain an adaptation in this way, its effects apply to you wherever applicable, as though you were a Category 1 Krasis.
Master Biomancy
You have mastered the art of reshaping living creatures, exerting precise control over even the most extreme biological transformations. You gain one of the following benefits, determined by the path you chose for your Lesser Biomancy feature.
Master Mutant Conjuration. When you summon your Krasis familiar using your Lesser Biomancy feature, it gains one Major Adaptation of your choice, one Minor Adaptation of your choice, and one randomly determined Minor Adaptation, instead of the adaptations it would normally gain. In addition, you can cast Find Familiar using your Lesser Biomancy feature twice, regaining all expended uses when you finish a Short or Long Rest. When you command your Krasis familiar to attack, it can make up to two attacks instead of one.
Master Self-Perfection. Your control over your own biology allows you to perform increasingly dramatic modifications. Whenever you finish a Long Rest, you can choose one Major Adaptation and one Minor Adaptation from the Krasis's adaptation tables, or you can choose two Minor Adaptations, instead of gaining the adaptations normally granted by your Greater Self-Perfection.
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