Base Class: Wizard
A Simic Graft-Mage studies the corporeal design of life, first learning to preform minor manipulations, and eventually mastering their magic over the physical form. These mages are found outside of Ravnica as well, where this school may be known by less polite names. Nevertheless, the legacy of Graft Mages is well known. Who hasn't heard of Owlbears or the Cockratice, who found their origin in wizard laboratories far away from prying eyes.
Improved Find Familiar
Starting at 2nd Level you learn Find Familiar as a spell if you do not already know it. This spell does not count against your Learned or Prepared spells and may be cast as a ritual without using a spell slot or material components by expending one of your hit dice.
A familiar summoned this way is a Construct, and may take the Form of a Homunculus, or one of the approved Familiars found in the Player's Handbook.
Create Cytoplast
Starting at 2nd level, A Graft Mage learns to create a simple symbiote called a Cytoplast that can bolster their life or the life of their allies. Use your action and whisper arcane words to create a Cytoplast in your hand that resembles a wriggling translucent slug. This Cytoplast has a speed of 5ft, cannot traverse difficult terrain, has an HP of 1, an AC of 12 and at the end of initiative in combat spends its turn crawling towards the nearest living creature within 30 ft. When the cytoplast is popped by the Graft mage, or when it contacts the next living creature, it gives 1d6 temporary HP. If the target is dying the Cytoplast automatically stabilizes it.
A Cytoplast may be thrown to any 5ft square within 20ft as long as there is a direct line of sight.
Extraction and Augmentation
Starting at 6th level you may spend time studying and dissecting a creature, copying its anatomy into your spellbook using fine inks and illustration materials worth 50 gold. Choose a Natural Weapon, Natural Armor, or a sense such as Darkvision or Blindsense, and inscribe it into your spell book. You are able to expend a spell slot with level equal to half the CR of the creature you extracted this feature from [Rounded up], and graft the inscribed feature onto yourself or your familiar, gaining its benefits for 1 minute.
You may only extract a feature from a creature that has a CR equal to twice the highest level of spell that you can cast. The time it takes to study and dissect a creature is determined by its size. For Tiny and Small creatures it takes 30 minutes, for Medium and Large creatures it takes 2 hours, For Giant and Colossal creatures it takes 8 hours, and for Gargantuan creatures it takes 1 month.
In addition, your Cytoplast now provides 2d6 Temporary HP.
Refined Evolution
When you reach 10th level, you gain the ability to preform a 1 hour ritual and gain access to one of your Inscribed Augmentations until you use this ability again. In addition, you may choose one of the following evolutions instead of your Inscribed Augmentations:
Aquatic: Your skin becomes rubbery, webs grow between your hands and feet, and gills open up under your ears. Gain a swimming speed equal to your walking speed, and you now have the ability to breathe underwater.
Troglophile: Adapted for total darkness, your skin becomes translucent and is covered in long and sensitive hairs. You have a Climb Speed equal to your walking speed, and Blind-sense out to 30 ft.
Avian: You sprout feathers and your eyes grow keen. Your weight and your carrying capacity are halved but you no longer take Falling damage and have advantage on Perception rolls that rely on sight.
Synthesis Network
When a Graft Mage reaches level 14, they begin to learn that all life is connected, and that they can tap into that connection to communicate with and assist their allies.
When a Graft Mage takes a long rest the Graft Mage may designate up to 8 creatures within 60ft that have an intelligence of 4 or greater to join their Synthesis Network. Creatures within the network may use their action to communicate with other members of the network as if using the cantrip "Message". Each member of the network can tell each other's direction if they are within a mile of another member. If any creature within the network travels more than 1 mile away from another member their connection to the network is broken.
If the Graft Mage targets a creature with a non-damaging spell of 1st level or higher, or if a creature comes into contact with a Cytoplast, the Graft Mage may choose to add that creature to their Synthesis Network
The Graft Mage can target any creature within the Synthesis Network that they can see with a non-damaging spell.







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