Base Class: Wizard
Studying the inner workings and mechanisms of life, biomancers devote their time on solving the mysteries of this enigma. Whether it's conducting an autopsy, curing diseases, or even finding the best place to strike a dragon, a student of biomancy is most essential in scenarios like these. Although some wizards in this field tend to stay inside their laboratories or archives, it is safe to say every biomancer has to get out in the field at some point. Some even prefer the outdoors, experiencing living beings and how they work with their own eyes. Make no mistake, wizards of the school of biomancy don't use magic only to further their research - they use magic to fulfill it.
Wizards under this arcane tradition do not use life as a source of their power. Rather, they use power they themselves have acquired to manipulate and alter certain aspects of it. Though some biomancers use their knowledge for their experimentation and research, others prove their abilities useful in other situations. Biomancy in combat is a rare sight to see, but when executed correctly, it can mean hell for anyone on the other side.
When playing the School of Biomancy, you manipulate life magic at your arcane will, protecting your allies, putting them back in the fight, and at some point, even unraveling a spiral of cells and genetic information to get rid of your enemies. Death is the worst case scenario. Growth is your only concern, and protection is what you need if you're going to get that far.
Minor Adaptation
Beginning at 2nd level, you can change the biological make up of living creatures. As part of a short or long rest, you can touch a humanoid of Medium size or smaller (including yourself). You can give it one feature from the minor adaptation menu (listed below). This change lasts up to 8 hours and you cannot grant someone another adaption until you finish a long rest nor can a creature benefit from more than one adaptation.
Minor Adaptations
| Minor Adaptation | |
|---|---|
| 1 | Lions Claws. The creature gets claws making their unarmed attack into 1d4+strength slashing damage. |
| 2 | Aquatic Gills. The creature gains a swimming speed equal to its walking speed. |
| 3 | Spider Legs. The creature gains a climbing speed equal to its walking speed. |
| 4 | Cryptic Skin. The creature can change colour to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. |
| 5 | Heightened Awareness. The creature can’t be surprised, as a result of having highly sensitive senses. |
|
6 |
Iron skin. The creature's AC is 13 when not wearing armour. |
| 7 | Crickets Stride. The creature has a +5ft to their base walking speed. |
| 8 | Snakes Tongue. The creature has blindsight of 5ft. |
Aspiring Alchemist
When you select this subclass at 2nd level, you gain proficiency with alchemist’s supplies and the medicine skill.
Healing Salve
Starting at 6th level, you gain a pool of healing power with a maximum capacity equal to your Intelligence modifier + twice your wizard level. As an action, you can touch a creature and draw power from the pool to restore hit points to that creature, up to the maximum amount remaining in your pool.
You may alternatively spend 5 points from that pool to cure the target from one poison or one disease affecting it.
This pool doesn't naturally replenish when you finish a short or long rest, instead, it gains points when you cast a wizard spell of 1st level or higher. Casting a spell generates a number of points equal to the expended spell slot's level.
This feature has no effect on undead or constructs.
Shapechanger
At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower or one of the following monstrosities:
cockatrice, hippocamp, hippogriff, griffon and manticore.
Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Master of Matter
Starting at 14th level, your work has made you a master of manipulating humanoid matter. You gain resistance to poison damage and are immune to the poison condition.
Apex Evolution
At 14th level, you have reached the top of evolution of living beings. You may cast the spell Alter self at will without expending a spell slot. When you spend at least 5 points of your healing salve on a creature, you may cast the Alter self spell with the same action as if that creature had cast it. The creature must be willing.
Previous Versions
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3/20/2021 2:01:04 PM
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Coming Soon
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