Base Class: Wizard
The School of Biology is a bit outside the norm as far as Schools go. Rather than focus on a school of magic, the school of Biology is focused on the results of Life-giving magics on living subjects. This school is often encouraged to keep a certain emotional distance from their subjects, for the sake of both personal safety and the legitimacy and soundness of their studies. In this study, documentation is highly prized- and new methods of efficacy in growth, regrowth and healing are always welcomed. Even mutations of the subjects are... sometimes seen as more successes than accidents.
The Biologist is a path of Wizard that has the following class features starting from level 2.
Arcanum Vitae
Spell List
Calm Emotions, Detect Poison and Disease, Greater Restoration, Heal, Healing Word, Lesser Restoration, Mass Heal, Mass Healing Word, Purify Food and Drink, Raise Dead, Regenerate, Revivify, Sanctuary
In addition, when you cast one of these spells, roll a d10 and apply the following results from the table.
Vital Effects:
1-9 : The target of the spell gains temporary hit points equal to your proficiency modifier for up to 8 hours.
10: Roll on the Mutations table. These last until removed by a Lesser Restoration, a Greater Restoration or Dispel Magic.
Mutations: Roll a d6 and the result is applied to the target of your healing. A target can have multiple of these effects but only one of a given effect.
1: The target's legs grow longer, thicker and have scales of random coloration. The target's walking move speed is increased by 5 feet.
2: The target's neck muscles and vertabrae grow more flexible, allowing them a larger range of movement for your head. The Target has advantage on perception checks that depend on sight.
3: Portions of the Target's skin or fur crystallize into purple scales. The target has resistance to force damage.
4: Webbed growths appear between the target's fingers and toes. These give a swimming speed equal to their walking speed and allow for one hour of breathing in water. This breathing would not count against any other form of breath holding.
5: The target's shoulders begin to generate small vines with leaves. At the end of every short or long rest, the target gains 1d4 temporary hit points and adds 1 hit point to every hit die rolled during a short rest.
6: Parts of the target's upper arm harden into a chitinous colorful carapace. The target has +1 AC.
Biological Catalyst
At 6th level, you have gotten enough mastery of your biological magics that you are able to cast them more efficiently through a living catalyst. Once per long rest, you can use a first level spell slot to summon a Biological Catalyst, which acts as a sort of familiar. [See Biological Catalsyt Stat Block]. The Catalyst cannot attack and uses your initiative. When you cast a spell from the Arcanum Vitae spell list of first level or higher, your Catalyst may use its reaction to heal a target of your choosing for 1d6 hit points. The Catalyst may also serve as a spell focus.
Evolutionist
In addition, when you cast a third level or higher spell from the Arcanum Vitae list, you may use the original table or you may choose to use the Advanced Evolutionist table below.
Roll a d8.
1-7: The target of the spell gains temporary hit points equal to your proficiency modifier for up to 8 hours.
8: Roll on the Advanced Mutations Table.
ADVANCED MUTATIONS: Roll a d6. Apply the effects to your target. These mutations can only be removed by a Greater Restoration or Wish spell.
1: The Target's arms swell and stretch out as colorful scales grow on the target's fur or skin. The target has an additional 5 feet of reach.
2: The target's body becomes more limber and swift. The target may, when making attacks of Opportunity, add their Stealth modifier to their attack roll.
3: Retractable crystalline violet stingers grow on the target's forearms, near the elbows. The target can make unarmed attacks at a range of 15 feet that do 1d8 + Con mod force damage.
4: The Target becomes immune to water pressure. Once per short or long rest, the target may unleash a gout of pressurized water from their mouth at a target within 40 feet. The target of this geyser would need to make a DC 17 Str save or take 2d6 magical bludgeoning damage and be knocked prone.
5: The Target gains the ability to extend to a system of roots that it can grow underground. The target has advantage on saves against being made prone and has 30 feet of tremorsense.
6: The Target grows a pair of antennae that disrupts psionic abilities. The target has resistance to psychic damage and if targeted by any charm, fear or psychic ability, the caster of said ability needs to make a DC 17 Wis save or take 1d8 psychic damage.
Biological Masterpiece
Your Biological Catalyst's hit points double and it now has four spell slots that it can cast from using your spellcasting ability. It may only cast spells from Arcanum Vitae of fifth level or less. The Biological Catalyst's spell slots recharge on a short rest. Spells cast from the Biological Catalyst count as though you cast them for the purposes of the Arcanum Vitae Vital rolls.
Previous Versions
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1/20/2021 5:26:58 AM
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