Hello dear brewer, here is a homebrew I've made a while back, so far I'm pretty satisfied of it, tho I was thinking I could use some input for potential things to improve/change. Thanks for reading.
For information, I've used the guild master guide to Ravnica, and I've used one of the monsters in there for the modification as I think it fits quite well the theme.
As a Biomancer, you perform experiments, research, and conducting strange experiments, you operate instruments, care for experimental subjects, and extract samples of bodily fluids.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Biomancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you learn how to manipulate living matter, and how to enhance your body thanks to your ingenious mind. Using alchemist's Supplies, you can work over the course of a long rest on your body to add a minor adaptation, stitching living matter, and incorporating another creature's properties to yourself.
You may change your current adaptation with the same process. You can have only one minor adaptation at a time.
When you enhance your body with a minor adaptation, you determine its appearance based on the adaptation. You also decide which type it is, choosing from the options on the Minor Adaptation table. Alternatively, you may decide to roll a d8 to choose your minor adaptation
Minor Adaptations
ADAPTATION
Effects
Amorphous Structure
You can move through a space as narrow as 1 inch wide without squeezing.
Aquatic
You gain a swimming speed equal to 30 feet, and you can breathe underwater.
Climbing Speed
You gain a climbing speed equal to 30 feet.
Cryptic Skin
You can change color to match your surroundings. you have advantage on Dexterity (Stealth) checks made to hide.
Heightened Awareness
You gain darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet. A result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
Ink Cloud
While underwater, you can use a bonus action to expel a cloud of ink and then move up to your speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in your space before you move. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Leaping Legs
With or without a running start, your long jump is 20 feet (3rd level), 30 feet (9th level), or 40 feet (15th level). Your high jump is 10 feet (3rd level), 20 feet (9th level), or 30 feet (15th level).
Stabilizing Legs
You have several crablike legs. As a result, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Bioengineering
Starting at 9th level, you have experimented on many bodies, and on yourself. Using alchemist's Supplies, you can work over the course of a long rest on your body to add a major adaptation, Vastly modification your body in a way that wouldn't allow most people to recognize you afterward.
You may change your current adaptation with the same process. You can have only one major adaptation at a time.
When you enhance your body with a major adaptation, you determine its appearance based on the adaptation. You also decide which type it is, choosing from the options on the Major Adaptation table. Alternatively, you may decide to roll a d8 to choose your major adaptation
Major Adaptations
ADAPTATION
EFFECTS
Acidic skin
As a reaction, when a creature touches you or hits you with a melee attack while within 5 feet, it must make a Dexterity saving throw. It takes 1d8 acid damage (level 9th), 1d12 acid damage (level 15th), on a failed save, or half as much damage on a successful one.
Armored Hide
You have better natural armor afforded by a shell or thick scales, increasing your Unarmored Armor Class by 3.
Bioluminescent Markings
You have glowing patterns on your skin that take the shape of defensive runes, granting you advantage on saving throws against spells and other magical effects.
Flight
You have wings and gains a flying speed equal to 30 feet.
Grabber
When you hit a creature with a melee weapon attack, the target must make a Strength saving throw against your spell save DC, on a failed save, it is grappled by a specialized grasping appendage on you. You can have only one creature grappled in this way at a time.
Hypnotic Display
As an action, you create mesmerizing colors and shapes around yourself. Each creature within 15 feet of you that can see you must succeed on a Wisdom saving throw against your spell save DC or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all Biomancer for 24 hours.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once).
Venomous Sting
When you hits a creature with a melee weapon attack, the creature must succeed on a Constitution saving throw (spell save DC) or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration
you can use an action to expend one hit die to regains hit points equal to the hit dice + constitution modifier.
Biomastery
Starting at 15th level you have mastered the art of transforming your body into a weapon, gaining the following benefits:
You may choose to let your experimentation take over, becoming some sort of aberration as you gain the benefits of the tenser's transformation spell, without requiring any spell component, and without the need to concentrate on it.
You can now have two minor adaptations at the same time. You can create two with the work time. You can’t create a third minor adaptation while you have two.
potential troublesome point:
the regeneration in the bioengineering feature using hit dice might not be appreciated.
There is a lot to go over there, I'll have to come back to this one. But right off the bat here are some first glance impressions.
Bonus tool. I can be convinced that leather tools can work for this, but my first impression I would have thought that alchemist tools would've fit better. But that's a small thing.
Spell list. I am very mixed on what's here, some I love (alter self, enlarge/reduce, vampiric touch, and stoneskin) and others I'm not sold on
Biohacking
base feature. I like how it's only 1 option up front, but I'd rather see the ability to change your choice be tied to a long rest rather than just a set time.
Options.
Why no unarmed strikes upgrade?
Aquatic. Should probably also gain ability to breath underwater too
Heightened Awareness. Should probably have a skill buff similar to keens senses, or apply an existing sense (e.i. darkvision, tremor sense, etc)
Extra attack. If you're not happy with extra attack, why not do something like a divine strike like feature where once per turn you deal bonus damage. Another option could be another bio hacker like feature but for offensive purposes. I'd recommend looking at the beast barbarian for inspiration.
Bioengineering.
base feature. Same as Biohacking
Armored Hide. I think that +4 to unarmored AC is a bit much and for some reason it seems to be worded weird to me. personally I would've done something like a +1 AC flat then also give BPS resistance to non magical attacks.
Regeneration. Why not just do something like the champion where it's when your below half your max HP you regain X hit points at the start of your turn? I understand the "spend your hit die" features are temping but generally they aren't well excecated/received, even for blood based classes.
I've changed aquatic and the tool proficiency to match your feedback already. AS for other feature, I had a few questions:
Spell list: I'm open to suggestions on possible spells to change! I like cure wounds and inflict wounds, cause I can imagine how you could flavor them as this mad scientist, putting his hand on you, as your flesh starts to deform in an unconventional way, either stitching the wounds or causing them for example.
Biohacking/bioengineering - base feature: I did not intended it to change on a long rest originally, cause I envisioned the mad scientist, literally stitching new body part onto himself, modifying what he is, and I wasn't thinking that would be something done in the course of only 8 hours. tho, looking back at artillerist, you're able to literally create a magical canon in 6 seconds with magic, so it could make sense to change your body in 8 hours. Mechanically, do you think the ability to change after a long rest would be better, if yes, I'll probably change it.
Extra Attack: the divine strike suggestion is great, I'll also look into more offensive transformation, thanks !
Biohacking - Heightened sense: It could be a 60ft darkvision, and if you already have darkvision a 30ft improvement.
Bioengineering - Armored Hide: Yeah, a flat +4 AC seem too strong, tho a +1 to AC with resistance to BPS as you suggested seem just even more broken in my mind, given how barbarian are huge tank normally, this would be the same without the requirement for a rage. maybe dropping it to a flat +2 AC ?
Bioengineering - Regeneration: When I made this feature, I did think about the champion feature, but I preferred to do it this way, cause, applying your suggestion, it would mean a lvl 9th artificier get a lvl 18th fighter feature which seems overpowered in my opinion.
Overall, thanks for the detailed feedback and the time you took to read this!
After more playtesting, I decided to apply one of the previous suggestions, the biohacking, and bioengineering features have changed, and the adaptations granted by those features may now be changed over the course of a long rest.
Hello dear brewer, here is a homebrew I've made a while back, so far I'm pretty satisfied of it, tho I was thinking I could use some input for potential things to improve/change. Thanks for reading.
For information, I've used the guild master guide to Ravnica, and I've used one of the monsters in there for the modification as I think it fits quite well the theme.
As a Biomancer, you perform experiments, research, and conducting strange experiments, you operate instruments, care for experimental subjects, and extract samples of bodily fluids.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Biomancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Biomancer Spells
3rd
cure wounds, inflict wounds
5th
alter self, enlarge/reduce
9th
life transference, vampiric touch
13th
polymorph, stoneskin
17th
contagion, enervation
Biohacking
At 3rd level, you learn how to manipulate living matter, and how to enhance your body thanks to your ingenious mind. Using alchemist's Supplies, you can work over the course of a long rest on your body to add a minor adaptation, stitching living matter, and incorporating another creature's properties to yourself.
You may change your current adaptation with the same process. You can have only one minor adaptation at a time.
When you enhance your body with a minor adaptation, you determine its appearance based on the adaptation. You also decide which type it is, choosing from the options on the Minor Adaptation table. Alternatively, you may decide to roll a d8 to choose your minor adaptation
Minor Adaptations
Amorphous Structure
You can move through a space as narrow as 1 inch wide without squeezing.
Aquatic
You gain a swimming speed equal to 30 feet, and you can breathe underwater.
Climbing Speed
You gain a climbing speed equal to 30 feet.
Cryptic Skin
You can change color to match your surroundings. you have advantage on Dexterity (Stealth) checks made to hide.
Heightened Awareness
You gain darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet. A result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
Ink Cloud
While underwater, you can use a bonus action to expel a cloud of ink and then move up to your speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in your space before you move. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Leaping Legs
With or without a running start, your long jump is 20 feet (3rd level), 30 feet (9th level), or 40 feet (15th level). Your high jump is 10 feet (3rd level), 20 feet (9th level), or 30 feet (15th level).
Stabilizing Legs
You have several crablike legs. As a result, you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Bioengineering
Starting at 9th level, you have experimented on many bodies, and on yourself. Using alchemist's Supplies, you can work over the course of a long rest on your body to add a major adaptation, Vastly modification your body in a way that wouldn't allow most people to recognize you afterward.
You may change your current adaptation with the same process. You can have only one major adaptation at a time.
When you enhance your body with a major adaptation, you determine its appearance based on the adaptation. You also decide which type it is, choosing from the options on the Major Adaptation table. Alternatively, you may decide to roll a d8 to choose your major adaptation
Major Adaptations
Acidic skin
As a reaction, when a creature touches you or hits you with a melee attack while within 5 feet, it must make a Dexterity saving throw. It takes 1d8 acid damage (level 9th), 1d12 acid damage (level 15th), on a failed save, or half as much damage on a successful one.
Armored Hide
You have better natural armor afforded by a shell or thick scales, increasing your Unarmored Armor Class by 3.
Bioluminescent Markings
You have glowing patterns on your skin that take the shape of defensive runes, granting you advantage on saving throws against spells and other magical effects.
Flight
You have wings and gains a flying speed equal to 30 feet.
Grabber
When you hit a creature with a melee weapon attack, the target must make a Strength saving throw against your spell save DC, on a failed save, it is grappled by a specialized grasping appendage on you. You can have only one creature grappled in this way at a time.
Hypnotic Display
As an action, you create mesmerizing colors and shapes around yourself. Each creature within 15 feet of you that can see you must succeed on a Wisdom saving throw against your spell save DC or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all Biomancer for 24 hours.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once).
Venomous Sting
When you hits a creature with a melee weapon attack, the creature must succeed on a Constitution saving throw (spell save DC) or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regeneration
you can use an action to expend one hit die to regains hit points equal to the hit dice + constitution modifier.
Biomastery
Starting at 15th level you have mastered the art of transforming your body into a weapon, gaining the following benefits:
potential troublesome point:
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
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There is a lot to go over there, I'll have to come back to this one. But right off the bat here are some first glance impressions.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I've changed aquatic and the tool proficiency to match your feedback already. AS for other feature, I had a few questions:
Overall, thanks for the detailed feedback and the time you took to read this!
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
After more time to think about the suggestion and to test a bit the option, I've applied more of the feedback you suggested, latest change:
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
After more playtesting, I decided to apply one of the previous suggestions, the biohacking, and bioengineering features have changed, and the adaptations granted by those features may now be changed over the course of a long rest.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.