Base Class: Wizard
As a DNA Mage, you focus your research on the study of microorganism, tiny creatures invisible to the naked eye. You are able to stimulate growth in these microorganisms, enhancing your spells with a number of unusual effects. To the uninformed, your techniques and research are pure magic; in reality, everything you do is completely scientific.
Ferret Familiars
At 2nd level, you are able to call on the assistance of a pair of furry friends. As an action, you can summon two ferret familiars in two unoccupied spaces within 30 feet of you. The ferrets use the Weasel statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:
- The ferrets have advantage on Dexterity (Sleight of Hand) checks.
When using tools you are proficient in, such as cook's utensils or alchemist's supplies, your ferrets can help you; the time you spend using your tools is halved. In addition, any spells you would cast on yourself are also cast on your ferrets. The ferrets disappear if it takes damage, you dismiss them, or after 1 hour. You may summon your ferrets three times per long rest.
Microbe Manipulation
At 2nd level, you learn a spell that allows you to manipulate microorganisms to the benefit of your allies and the detriment of your enemies. As an action, you may spend one of your spell slots and target a creature within 60 feet of you. You may choose one of the following:
- Make a ranged spell attack. On a hit, the target takes 1d10 necrotic damage.
- Targeted creature regains a number of hit points equal to 1d10. This does not effect undead or constructs.
When you use this feature and spend a spell slot of 2nd level or higher, the damage or healing increases by 1d10 for each slot level above 1st. You may use this feature a number of times equal to 1 + your Intelligence modifier. You regain all expended uses when you finish a long rest.
Bacterial Stimulation
At 6th level, your studies have revealed how to increase the potency of your spells. When a creature is affected by one of your spells, you may apply the following effect, based on what kind of spell you cast:
- Single Target: The target's wound becomes infected. At the start of their turn, the creature must make a Constitution save against your spell casting DC. Taking 1d10 poison damage. If the creature succeeds, they are immune to this effect for 24 hours.
- Area of Effect: The area effected by your spell is subject to a spontaneous explosion of fungal growth. Any enemy creature that starts their turn in, or enters the area, takes 1d10 poison damage. Alternatively, any friendly creature that starts their turn in, or enters the area regains hit points equal to 1d10. This effect lasts until the end of your next turn, until you create a new area of mushrooms, or if the spell requires concentration, until you you drop concentration.
A creature can only be effected by one of these at a time. You may use Bacterial Stimulation a number of times equal to 1 + your Intelligence modifier. You regain all uses after a long rest.
Spell Carrier
At 10th level, you ferret familiars are able to attune to a small part of your magical prowess. When you use Microbe Manipulation, your ferrets can also use this effect on your turn to any creature within 5 feet of their location. Your ferrets can only use Microbe Manipulation as if using a level one spell slot, even if you use it with a higher level slot.
Spreading Plague
At 14th level, your mastery of microbe manipulation allows for brief but potent explosions of growth. When you use Microbe Manipulation on a creature, you can choose to affect another creature within 10 feet of your target. You may choose to apply the damage effect or the healing effect to the new creature. This effect can be chain to a number of creatures equal to your Intelligence modifier, but cannot affect a creature more than once per turn. You ferret familiars cannot chain Microbe Manipulation through Spell Carrier.
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