“Where others see flesh and bone, you see the potential for transformation, healing, and evolution. The Biologist wields science as a weapon, bringing life and death in equal measure with a syringe gun and bio-enhancements. From battlefield medic to monstrous creator, your knowledge shapes the future of combat.”
Core Class Traits
Hit Points
Hit Dice: 1d8 per Biologist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level
Skills: Choose two from Medicine, Nature, Investigation, Arcana, Insight, Survival
Starting Equipment
Syringe gun (custom ranged weapon)
Leather armor
Simple weapon of your choice
Herbalism kit
Explorer’s pack (includes a bedroll, rations, water skin, and rope)
Biologists are the cutting-edge scientists of the adventuring world, blending biology and chemistry to unlock the secrets of life and death. Equipped with their syringe gun and a vast repertoire of biological formulas, they provide unique support to their allies — healing wounds, debilitating foes, or even altering their own physiology in radical ways.
Whether patching up comrades on the front lines, experimenting with self-mutation to gain strange new powers, or crafting terrifying bio-monstrosities to fight by their side, Biologists embody the fusion of science and battle.
When you begin your journey as a Biologist, you step into a world where science is both salvation and weapon, where every formula could mean the difference between life and death.
Level 1
Proficiency Bonus: +2
Hit Dice: 1d8
Formula Uses (Advanced): Unlimited basic formulae only (Toxic Shot, Vitality Injection)
Features: Syringe Gun, Basic Formulae, Field Resilience Protocol (After a long rest, all creatures who rested with you gain temporary HP equal to your Biologist level)
New Formula Known: No
Level 2
Proficiency Bonus: +2
Hit Dice: 2d8
Formula Uses (Advanced): 1 use per long rest
Features: Gain access to advanced formulae and begin selecting them
New Formula Known: Yes
Level 3
Proficiency Bonus: +2
Hit Dice: 3d8
Formula Uses (Advanced): 1 use per long rest
Features: Biological Discipline (Subclass Choice: Doctor of War, Test Subject, Creator)
New Formula Known: Yes
Level 4
Proficiency Bonus: +2
Hit Dice: 4d8
Formula Uses (Advanced): 2 uses per long rest
Features: Ability Score Improvement (ASI)
New Formula Known: No
Level 5
Proficiency Bonus: +3
Hit Dice: 5d8
Formula Uses (Advanced): 2 uses per long rest
Features: Extra Formula Use (+1 use per long rest)
New Formula Known: Yes
Level 6
Proficiency Bonus: +3
Hit Dice: 6d8
Formula Uses (Advanced): 3 uses per long rest
Features: Subclass Feature Level 6
New Formula Known: No
Level 7
Proficiency Bonus: +3
Hit Dice: 7d8
Formula Uses (Advanced): 3 uses per long rest
Features: Stable Compound (Once per long rest, prepare and deliver one formula without expending a formula use)
New Formula Known: Yes
Level 8
Proficiency Bonus: +3
Hit Dice: 8d8
Formula Uses (Advanced): 4 uses per long rest
Features: Ability Score Improvement (ASI)
New Formula Known: No
Level 9
Proficiency Bonus: +4
Hit Dice: 9d8
Formula Uses (Advanced): 4 uses per long rest
Features: Enhanced Formula Potency (Healing or damage from formulae increases by Intelligence modifier)
New Formula Known: Yes
Level 10
Proficiency Bonus: +4
Hit Dice: 10d8
Formula Uses (Advanced): 4 uses per long rest
Features: Adaptive Physiology (Advantage on saving throws against poison and disease; +2 bonus on saves vs environmental hazards)
New Formula Known: No
Level 11
Proficiency Bonus: +4
Hit Dice: 11d8
Formula Uses (Advanced): 4 uses per long rest
Features: Extra Dosage (once per long rest can use the same Formula on the same target twice) and Subclass Feature Level 11
New Formula Known: Yes
Level 12
Proficiency Bonus: +4
Hit Dice: 12d8
Formula Uses (Advanced): 4 uses per long rest
Features: Ability Score Improvement (ASI)
New Formula Known: No
Level 13
Proficiency Bonus: +5
Hit Dice: 13d8
Formula Uses (Advanced): 5 uses per long rest
Features: Efficient Injection (Reload syringe gun without expending an action)
New Formula Known: Yes
Level 14
Proficiency Bonus: +5
Hit Dice: 14d8
Formula Uses (Advanced): 5 uses per long rest
Features: Advanced Synthesis (Healing formulae restore extra HP equal to half Biologist level; Toxic Shot slows target by 10 feet until start of your next turn)
New Formula Known: No
Level 15
Proficiency Bonus: +5
Hit Dice: 15d8
Formula Uses (Advanced): 5 uses per long rest
Features: Formula Mastery (Resistance to poison and disease damage; once per long rest maximize a formula’s effect)
New Formula Known: Yes
Level 16
Proficiency Bonus: +5
Hit Dice: 16d8
Formula Uses (Advanced): 5 uses per long rest
Features: Ability Score Improvement (ASI)
New Formula Known: No
Level 17
Proficiency Bonus: +6
Hit Dice: 17d8
Formula Uses (Advanced): 5 uses per long rest
Features: Compound Perfection (Formulas no longer require concentration and ignore resistance to poison and acid damage) and Subclass Feature Level 17
New Formula Known: Yes
Level 18
Proficiency Bonus: +6
Hit Dice: 18d8
Formula Uses (Advanced): 6 uses per long rest
Features: Auto-Stabilize (Once per day, automatically stabilize an ally within 30 feet who drops to 0 HP without using action or reaction)
New Formula Known: No
Level 19
Proficiency Bonus: +6
Hit Dice: 19d8
Formula Uses (Advanced): 6 uses per long rest
Features: Ability Score Improvement (ASI)
New Formula Known: Yes
Level 20
Proficiency Bonus: +6
Hit Dice: 20d8
Formula Uses (Advanced): 7 uses per long rest
Features: Superior Mind (+10 bonus to initiative; gain 2 reactions per round)
New Formula Known: No
Notes:
Basic formulae (Toxic Shot and Vitality Injection) are unlimited and available from level 1.
Advanced formulae are limited by the Formula Uses per long rest as listed.
Biologist Class Features:
You wield a specialized syringe gun — a firearm that shoots biological formulae instead of bullets. It has a range of 30 feet normal, 90 feet long. The gun uses doses of formulae as ammunition and delivers your biological formulae. Basic formulae (Toxic Shot and Vitality Injection) can be used unlimited times; advanced formulae require Formula Uses.
Basic Formulae
Toxic Shot: A needle coated with a potent toxin. On a successful hit, the target takes 1d6 poison damage and must make a Constitution saving throw or have disadvantage on their next attack.
Vitality Injection: Delivers a boost of adrenaline and healing. On a successful hit, the target regains 1d6 hit points.
These basic formulae can be used unlimited times, but healing effects only take full effect during combat or periods of extreme stress (DM’s discretion). Biological formulae rely on the subject’s heightened adrenal state.
Field Resilience Protocol
After a long rest, all creatures who rested in the same location as you gain temporary hit points equal to your Biologist level. Your deep understanding of biology and rest cycles helps your party recover more robustly.
Advanced Formulae
Starting at level 2, you gain access to specialized biological formulae that can be prepared and delivered with your syringe gun. Each formula has specific effects such as healing, toxins, buffs, and debuffs. Using these formulae consumes Formula Uses per long rest.
Increase one ability score by 2, or two ability scores by 1 each, or take a feat.
Extra Formula Use [Level 5]
Gain 1 additional use of an advanced formulae per long rest.
Subclass Features
Each subclass unlocks specific features at levels 6, 11, and 17.
Stable Compound [Level 7]
Once per long rest, you can prepare and deliver one formula without expending a formula use, representing your mastery over biochemical preparation.
Enhanced Formula Potency [Level 9]
When you cast a formula that deals damage or heals, the amount increases by your Intelligence modifier.
Adaptive Physiology [Level 10]
You gain advantage on saving throws against poison and disease, and a +2 bonus on saving throws against environmental hazards such as extreme temperatures or toxins.
Extra Dose [Level 11]
Once per long rest, you can apply the same formula twice on the same target, effectively doubling the effect in a single action (each requires their own roll to hit).
Efficient Injection [Level 13]
Reload and prime your syringe gun without expending an action, allowing faster combat readiness.
Advanced Synthesis [Level 14]
Healing formulae restore extra hit points equal to half your Biologist level. Additionally, your Toxic Shot formula causes affected targets to be slowed by 10 feet until the start of your next turn.
Formula Mastery [Level 15]
You gain resistance to poison and disease damage. Once per long rest, when you use a formula, you may maximize its effect instead of rolling.
Compound Perfection [Level 17]
Your formulas ignore resistance to poison and acid damage. This reflects your perfect understanding and manipulation of biological compounds.
Auto-Stabilize [Level 18]
Once per day, when an ally within 30 feet drops to 0 hit points, you automatically stabilize them without using an action or reaction, demonstrating your instinctive medical knowledge under pressure.
Superior Mind [Level 20]
You gain a +10 bonus to initiative rolls, reflecting your razor-sharp reflexes and anticipatory intellect. Additionally, you can take two reactions per round but not in response to the same action.
Basic Formulae (Unlimited use)
These formulae are available to all Biologists from Level 1 onward.
Toxic Shot
Range: 30/90 ft (Syringe Gun required)
Target: 1 creature
Effect: Deals 1d6 poison damage. The target must make a Constitution saving throw or have disadvantage on their next attack roll.
Flavor: A corrosive serum disrupts enemy focus with targeted cellular irritation.
Vitality Injection
Range: 30/90 ft (Syringe Gun required)
Target: 1 creature
Effect: The target regains 1d6 HP.
Flavor: A balanced compound rapidly accelerates tissue recovery — effective under high-stress conditions.
Advanced Formulae
(Limited use per long rest; number of uses scales with level. Can swap out one advance formulae per long rest.)
Available to all Biologists starting at Level 2. Requires touch range or Syringe Gun to deliver at 30/90 ft.
Adrenal Surge (Touch)
Target gains advantage on attack rolls and saving throws until the start of your next turn.
Flavor: Synthetic adrenaline floods the nervous system, briefly enhancing focus and aggression.
Antimicrobial Shield (Touch)
Target gains resistance to poison damage and advantage on saving throws against disease for 1 minute.
Flavor: Engineered microflora form a biological barrier within the bloodstream.
Bio-Toxin Spray (Cone, 10 ft)
Each creature in the cone must make a Constitution saving throw. On failure, they take 2d6 poison damage and become poisoned for 1 minute. On success, half damage and no poison.
Flavor: A volatile mist of engineered bacteria disables foes via toxin overload.
Limb Regeneration (Touch)
Restores 3d8 HP and removes one physical condition: blinded, deafened, silenced, grappled, or restrained.
Flavor: Accelerates tissue growth and neural repair with targeted cell replication.
Neural Feedback (30/90 ft)
Target’s next successful weapon attack deals an additional 1d6 psychic damage. They must make a Wisdom saving throw or suffer 1d6 psychic recoil damage.
Flavor: Cortical stimulants sharpen reflexes but risk neural overload.
Pain Suppression (Touch)
Target gains advantage on Constitution saving throws and is immune to the frightened condition for 1 minute.
Flavor: A nerve-dampening formula severs pain response pathways temporarily.
Reflex Boost (Touch)
Target gains +10 ft movement speed and +2 AC until the start of your next turn.
Flavor: Increases neural signal speed and muscular responsiveness to near-instant reaction times.
Toxic Cloud (30/90 ft range, 10-ft radius)
Creates a cloud of gas for 1 minute. Creatures in the cloud take 2d4 poison damage per round and must make a Constitution saving throw each turn or become poisoned for 1 minute.
Flavor: A destabilized compound disperses into a persistent airborne irritant.
Acid Rain (30/90 ft, 15-ft radius AOE)
Area becomes difficult terrain for 1 minute. Creatures that start their turn in the area take 1d6 acid damage.
Dexterity save: On success, take half damage and ignore movement penalty that turn. Flavor: A synthetic precipitation pattern spreads corrosive droplets over the area.
Doctor of War Exclusive Formulae
Available only to Biologists who choose the Doctor of War subclass at level 3.
Stimulant Injection (Touch)
Target gains temporary HP equal to your Biologist level and advantage on saving throws against being knocked prone for 1 minute.
Flavor: Combat-ready compounds reinforce musculoskeletal stability and endurance.
Combat Stabilizer (30/90 ft)
Stabilizes a dying creature and restores 1d8 + Intelligence modifier HP.
Flavor: A fast-acting coagulant and shock neutralizer halts immediate threat to life.
Piercing Compound Shot (30/90 ft)
A syringe travels in a straight line through all creatures in its path until it hits a solid object.
Enemies must make a Dexterity saving throw:
On failure: 1d6 poison damage and must make a Constitution save or suffer disadvantage on their next attack roll (Toxic Shot effect).
Allies struck automatically receive 1d6 HP restored (Vitality Injection effect). No saving throw required.
Flavor: The signature “combat line” compound delivers chaos and relief with one trigger pull.
Subclasses:
Doctor of War- Subclass of the Biologist
A combat-ready medical specialist trained to operate under fire, the Doctor of War blends precise battlefield healing with tactical poison deployment. These specialists are found in the thickest fighting, patching wounds with one hand and suppressing foes with the other.
Level 3 – Battlefield Chemist
Syringe Gun Specialist You may use your Intelligence modifier instead of Dexterity for attack and damage rolls with your Syringe Gun.
Doctor of War Formulae You gain access to special formulae exclusive to this subclass. These do not count against your known formulae, and you can use them by expending your formula uses as normal.
Tactical Knowledge When you restore HP to a creature using a formula, that creature gains advantage on their next weapon attack roll made before the end of their next turn.
Level 6 –Syringe Gun Mastery
You can now deliver Doctor of War formulae through opportunity attacks with your Syringe Gun.
Additionally, whenever you use a formula at range with your Syringe Gun, hit enemies suffer the Slow effect: Their movement speed is reduced by 10 feet until the start of your next turn. If the formula is Toxic Shot, the movement reduction is 20 feet.
Level 11 –Combat Resuscitation
You can cast Combat Stabilizer once per long rest without expending a formula use.
Additionally, when an ally within 30 feet of you fails a death saving throw, you may use your reaction to make that roll automatically succeed.
You gain resistance to poison damage caused by formula effects or environmental hazards.
Level 17 –Field Command Expert
Your movement speed increases by 10 feet.
Any formula that previously had a range of 30/90 feet now has a flat 90-foot range.
Test Subject - Subclass of the Biologist
You are your own greatest experiment — twisted, resilient, and ever-evolving. Test Subjects are biologists who have chosen to alter themselves in pursuit of perfection. With each mutation, they blur the line between human and horror, transforming the battlefield into a proving ground of living science.
Level 3 –Aberrant Evolution
Mutagenic Transformation As a bonus action, you enter a mutated state for 1 minute. You can do this once per long rest, gaining additional uses at levels 6 (2), 11 (3), and 17 (4). While mutated:
You gain two mutations of your choice from the Mutation List (see below).
Enemies within 20 feet of you have disadvantage on saving throws against the frightened condition.
If you are reduced to 0 HP during your mutation, you stabilize automatically (once per use).
Mutation Access You know two mutations at level 3 and gain an additional one at levels 6, 11, and 17 (max 5 known). You can choose different mutations each time you transform.
Level 6 –Controlled Instability
You can now manifest three mutations simultaneously during your mutated state.
You may reroll one failed saving throw during each use of Mutagenic Transformation, representing your body’s fluctuating defensive adaptations.
Level 11 –Adaptive Physiology
When you roll initiative, if you’re not currently mutated, you can immediately activate your mutation without expending a use.
Whenever you mutate, you also gain temporary hit points equal to twice your Biologist level.
Level 17 –Aberrant Apex
You may now manifest four mutations at once during your transformation.
While mutated, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.
Mutation List:
Each mutation lasts the full duration of your Mutagenic Transformation and does not require concentration. You may only have active the number of mutations granted by your level.
Extra Limb
You grow an additional arm-like appendage.
Gain advantage on grapple checks.
You may hold or use an extra item (such as a shield, potion, or light weapon).
You may make one unarmed strike as a bonus action each turn.
Antennae
You grow sensitive antennae along your head or back.
Gain advantage on initiative and Perception checks.
You cannot be surprised while mutated.
Hardened Cortex
Your brain is encased in a thickened, fibrous skull.
Gain resistance to psychic damage.
Gain advantage on Intelligence, Wisdom, and Charisma saving throws.
Bone Plating
Thick calcified plates grow over your skin.
If not wearing heavy armor, your AC becomes 13 + your Constitution modifier.
Accelerated Heart
Your cardiovascular system supercharges your reflexes.
+15 feet to movement speed.
You may Dash as a bonus action once per turn.
Expelling Mucus
You secrete a slick, acidic slime as you move.
The last 20 feet of your movement leaves behind a 5-foot wide trail of difficult terrain.
Enemies who travel through the trail take 1 acid damage per foot moved through it.
Mutated Eye Cluster
Chaotic clusters of malformed eyes sprout across your body.
Gain 60 feet of darkvision, or extend existing darkvision by 30 feet.
Gain advantage on saving throws against being blinded.
Venom Glands
Toxic sacs line your mouth, claws, or fangs.
Your unarmed strikes and natural weapons deal an extra 1d4 poison damage.
Once per mutation, a creature hit with a melee attack must succeed a Constitution save or become poisoned until the end of your next turn.
Regenerative Tissue
Your body begins rapidly closing wounds.
At the start of each of your turns during a mutation, you regain hit points equal to your proficiency bonus, unless you are at 0 HP.
The Creator - Subclass of The Biologist
You are a bioengineer and flesh-sculptor. While others mix potions or mutate themselves, you breathe life into a handcrafted abomination — a terrifying companion that embodies your will.
Level 3 – Monstrosity Companion
You craft a powerful, obedient monstrosity.
Companion Stats (Level 3–16):
Size: Medium
HP: 5 × your Biologist level
AC: 13 + your Intelligence modifier
Speed: 30 ft
Saves: Strength, Constitution
Abilities: STR 14, DEX 12, CON 14, INT 2, WIS 10, CHA 4
Senses: Darkvision 60 ft
Resistances: Poison
Immunities: Charmed, Frightened
Languages: Understands your speech
Attack – Monstrous Slam: Melee Weapon Attack: +PB + STR to hit Hit: 1d8 + STR bludgeoning damage (Scales: 2d8 at level 6, 3d8 at level 11, 4d8 + 1d8 force at level 17)
Commanding the Monstrosity: You must use a bonus action on your turn to issue commands. It otherwise takes the Dodge action.
Level 6 – Bio-Enhancements & Electric Blood
You begin upgrading your monstrosity’s physiology.
Choose 2 Bio-Enhancements (see list below).
You also grant it Electric Blood:
When struck by a melee attack, it deals 1d6 lightning damage to the attacker.
Level 11 – Neural Link & Electric Pulse
Your neural pathways merge with your creation’s.
Neural Link:
Your monstrosity takes 2 actions per bonus action command.
You can see and hear through its senses.
You gain advantage on saving throws against being Charmed or Frightened.
Electric Pulse (1/long rest):
Your monstrosity releases a surge of electricity.
All creatures within 10 ft must make a CON save or take 3d6 lightning damage and be stunned until the end of their next turn (half on a success).
Choose one additional Bio-Enhancement.
Level 17 – Apex Companion
Your monstrosity reaches its true form — a towering, living weapon.
Size increases to Large
Reach increases by 5 ft
Slam attack gains advantage
HP increases to 6 × your Biologist level
Attack Upgrade: Slam becomes 4d8 bludgeoning + 1d8 force
Ignore Resistances: Slam ignores bludgeoning, piercing, and slashing resistance
Fear Incarnate:
When reduced to half HP or less for the first time in a combat, enemies within 30 ft must make a WIS save or be frightened until the end of their next turn.
Choose one final Bio-Enhancement
Bio-Enhancement Options
Spined Carapace: +1 AC; attacker takes 1 piercing damage when hitting in melee.
Reinforced Skeleton: +10 HP; advantage on checks/saves vs being shoved or knocked prone.
Adaptive Flesh: Resistance to a chosen damage type (acid, fire, cold, lightning, necrotic, radiant).
Repulsion Pulse: Once per long rest, pushes all creatures within 10 ft away by 10 ft.
Glandular Injector: Heal an ally within 5 ft once per turn (2d6 + your INT modifier).
Putrid Internals: Once per short rest, emit a 10 ft poison fog aura for 1 minute. Enemies in it take 2d6 poison damage and must save or be poisoned until start of their next turn. The monstrosity becomes immune to poison.
Please read through, if I’ve left anything unbalanced please let me know. I look to improve on this. If you have a chance to play test please also leave feedback. Any questions please ask away.
Thank You.
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Biologist — Class SummarY
“Where others see flesh and bone, you see the potential for transformation, healing, and evolution. The Biologist wields science as a weapon, bringing life and death in equal measure with a syringe gun and bio-enhancements. From battlefield medic to monstrous creator, your knowledge shapes the future of combat.”
Core Class Traits
Hit Points
Proficiencies
Starting Equipment
Biologists are the cutting-edge scientists of the adventuring world, blending biology and chemistry to unlock the secrets of life and death. Equipped with their syringe gun and a vast repertoire of biological formulas, they provide unique support to their allies — healing wounds, debilitating foes, or even altering their own physiology in radical ways.
Whether patching up comrades on the front lines, experimenting with self-mutation to gain strange new powers, or crafting terrifying bio-monstrosities to fight by their side, Biologists embody the fusion of science and battle.
When you begin your journey as a Biologist, you step into a world where science is both salvation and weapon, where every formula could mean the difference between life and death.
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Level 15
Level 16
Level 17
Level 18
Level 19
Level 20
Notes:
Biologist Class Features:
You wield a specialized syringe gun — a firearm that shoots biological formulae instead of bullets. It has a range of 30 feet normal, 90 feet long. The gun uses doses of formulae as ammunition and delivers your biological formulae. Basic formulae (Toxic Shot and Vitality Injection) can be used unlimited times; advanced formulae require Formula Uses.
Basic Formulae
These basic formulae can be used unlimited times, but healing effects only take full effect during combat or periods of extreme stress (DM’s discretion). Biological formulae rely on the subject’s heightened adrenal state.
Field Resilience Protocol
After a long rest, all creatures who rested in the same location as you gain temporary hit points equal to your Biologist level. Your deep understanding of biology and rest cycles helps your party recover more robustly.
Advanced Formulae
Starting at level 2, you gain access to specialized biological formulae that can be prepared and delivered with your syringe gun. Each formula has specific effects such as healing, toxins, buffs, and debuffs. Using these formulae consumes Formula Uses per long rest.
Formula Uses
Biological Discipline (Subclass Choice) [Level 3]
Choose your specialization, which grants unique features and additional abilities:
Ability Score Improvement (ASI) [Levels 4, 8, 12, 16, 19]
Increase one ability score by 2, or two ability scores by 1 each, or take a feat.
Extra Formula Use [Level 5]
Gain 1 additional use of an advanced formulae per long rest.
Subclass Features
Each subclass unlocks specific features at levels 6, 11, and 17.
Stable Compound [Level 7]
Once per long rest, you can prepare and deliver one formula without expending a formula use, representing your mastery over biochemical preparation.
Enhanced Formula Potency [Level 9]
When you cast a formula that deals damage or heals, the amount increases by your Intelligence modifier.
Adaptive Physiology [Level 10]
You gain advantage on saving throws against poison and disease, and a +2 bonus on saving throws against environmental hazards such as extreme temperatures or toxins.
Extra Dose [Level 11]
Once per long rest, you can apply the same formula twice on the same target, effectively doubling the effect in a single action (each requires their own roll to hit).
Efficient Injection [Level 13]
Reload and prime your syringe gun without expending an action, allowing faster combat readiness.
Advanced Synthesis [Level 14]
Healing formulae restore extra hit points equal to half your Biologist level. Additionally, your Toxic Shot formula causes affected targets to be slowed by 10 feet until the start of your next turn.
Formula Mastery [Level 15]
You gain resistance to poison and disease damage. Once per long rest, when you use a formula, you may maximize its effect instead of rolling.
Compound Perfection [Level 17]
Your formulas ignore resistance to poison and acid damage. This reflects your perfect understanding and manipulation of biological compounds.
Auto-Stabilize [Level 18]
Once per day, when an ally within 30 feet drops to 0 hit points, you automatically stabilize them without using an action or reaction, demonstrating your instinctive medical knowledge under pressure.
Superior Mind [Level 20]
You gain a +10 bonus to initiative rolls, reflecting your razor-sharp reflexes and anticipatory intellect. Additionally, you can take two reactions per round but not in response to the same action.
Basic Formulae (Unlimited use)
These formulae are available to all Biologists from Level 1 onward.
Toxic Shot
Vitality Injection
Advanced Formulae
(Limited use per long rest; number of uses scales with level. Can swap out one advance formulae per long rest.)
Available to all Biologists starting at Level 2. Requires touch range or Syringe Gun to deliver at 30/90 ft.
Adrenal Surge (Touch)
Target gains advantage on attack rolls and saving throws until the start of your next turn.
Flavor: Synthetic adrenaline floods the nervous system, briefly enhancing focus and aggression.
Antimicrobial Shield (Touch)
Target gains resistance to poison damage and advantage on saving throws against disease for 1 minute.
Flavor: Engineered microflora form a biological barrier within the bloodstream.
Bio-Toxin Spray (Cone, 10 ft)
Each creature in the cone must make a Constitution saving throw. On failure, they take 2d6 poison damage and become poisoned for 1 minute. On success, half damage and no poison.
Flavor: A volatile mist of engineered bacteria disables foes via toxin overload.
Limb Regeneration (Touch)
Restores 3d8 HP and removes one physical condition: blinded, deafened, silenced, grappled, or restrained.
Flavor: Accelerates tissue growth and neural repair with targeted cell replication.
Neural Feedback (30/90 ft)
Target’s next successful weapon attack deals an additional 1d6 psychic damage. They must make a Wisdom saving throw or suffer 1d6 psychic recoil damage.
Flavor: Cortical stimulants sharpen reflexes but risk neural overload.
Pain Suppression (Touch)
Target gains advantage on Constitution saving throws and is immune to the frightened condition for 1 minute.
Flavor: A nerve-dampening formula severs pain response pathways temporarily.
Reflex Boost (Touch)
Target gains +10 ft movement speed and +2 AC until the start of your next turn.
Flavor: Increases neural signal speed and muscular responsiveness to near-instant reaction times.
Toxic Cloud (30/90 ft range, 10-ft radius)
Creates a cloud of gas for 1 minute. Creatures in the cloud take 2d4 poison damage per round and must make a Constitution saving throw each turn or become poisoned for 1 minute.
Flavor: A destabilized compound disperses into a persistent airborne irritant.
Acid Rain (30/90 ft, 15-ft radius AOE)
Area becomes difficult terrain for 1 minute. Creatures that start their turn in the area take 1d6 acid damage.
Flavor: A synthetic precipitation pattern spreads corrosive droplets over the area.
Doctor of War Exclusive Formulae
Available only to Biologists who choose the Doctor of War subclass at level 3.
Stimulant Injection (Touch)
Target gains temporary HP equal to your Biologist level and advantage on saving throws against being knocked prone for 1 minute.
Flavor: Combat-ready compounds reinforce musculoskeletal stability and endurance.
Combat Stabilizer (30/90 ft)
Stabilizes a dying creature and restores 1d8 + Intelligence modifier HP.
Flavor: A fast-acting coagulant and shock neutralizer halts immediate threat to life.
Piercing Compound Shot (30/90 ft)
A syringe travels in a straight line through all creatures in its path until it hits a solid object.
Flavor: The signature “combat line” compound delivers chaos and relief with one trigger pull.
Subclasses:
Doctor of War- Subclass of the Biologist
A combat-ready medical specialist trained to operate under fire, the Doctor of War blends precise battlefield healing with tactical poison deployment. These specialists are found in the thickest fighting, patching wounds with one hand and suppressing foes with the other.
Level 3 – Battlefield Chemist
You may use your Intelligence modifier instead of Dexterity for attack and damage rolls with your Syringe Gun.
You gain access to special formulae exclusive to this subclass. These do not count against your known formulae, and you can use them by expending your formula uses as normal.
When you restore HP to a creature using a formula, that creature gains advantage on their next weapon attack roll made before the end of their next turn.
Level 6 – Syringe Gun Mastery
Their movement speed is reduced by 10 feet until the start of your next turn.
If the formula is Toxic Shot, the movement reduction is 20 feet.
Level 11 – Combat Resuscitation
Level 17 – Field Command Expert
Test Subject - Subclass of the Biologist
You are your own greatest experiment — twisted, resilient, and ever-evolving. Test Subjects are biologists who have chosen to alter themselves in pursuit of perfection. With each mutation, they blur the line between human and horror, transforming the battlefield into a proving ground of living science.
Level 3 – Aberrant Evolution
As a bonus action, you enter a mutated state for 1 minute.
You can do this once per long rest, gaining additional uses at levels 6 (2), 11 (3), and 17 (4).
While mutated:
You know two mutations at level 3 and gain an additional one at levels 6, 11, and 17 (max 5 known).
You can choose different mutations each time you transform.
Level 6 – Controlled Instability
Level 11 – Adaptive Physiology
Level 17 – Aberrant Apex
Mutation List:
Each mutation lasts the full duration of your Mutagenic Transformation and does not require concentration. You may only have active the number of mutations granted by your level.
Extra Limb
You grow an additional arm-like appendage.
Antennae
You grow sensitive antennae along your head or back.
Hardened Cortex
Your brain is encased in a thickened, fibrous skull.
Bone Plating
Thick calcified plates grow over your skin.
Accelerated Heart
Your cardiovascular system supercharges your reflexes.
Expelling Mucus
You secrete a slick, acidic slime as you move.
Mutated Eye Cluster
Chaotic clusters of malformed eyes sprout across your body.
Venom Glands
Toxic sacs line your mouth, claws, or fangs.
Regenerative Tissue
Your body begins rapidly closing wounds.
The Creator - Subclass of The Biologist
You are a bioengineer and flesh-sculptor. While others mix potions or mutate themselves, you breathe life into a handcrafted abomination — a terrifying companion that embodies your will.
Level 3 – Monstrosity Companion
You craft a powerful, obedient monstrosity.
Companion Stats (Level 3–16):
Melee Weapon Attack: +PB + STR to hit
Hit: 1d8 + STR bludgeoning damage
(Scales: 2d8 at level 6, 3d8 at level 11, 4d8 + 1d8 force at level 17)
Commanding the Monstrosity: You must use a bonus action on your turn to issue commands. It otherwise takes the Dodge action.
Level 6 – Bio-Enhancements & Electric Blood
You begin upgrading your monstrosity’s physiology.
Level 11 – Neural Link & Electric Pulse
Your neural pathways merge with your creation’s.
Level 17 – Apex Companion
Your monstrosity reaches its true form — a towering, living weapon.
Bio-Enhancement Options
Please read through, if I’ve left anything unbalanced please let me know. I look to improve on this.
If you have a chance to play test please also leave feedback.
Any questions please ask away.
Thank You.