Base Class: Wizard
You can alter the physical and mental properties of creatures, by enhancing or weakening the physical, or mental of a creature. Additionally, you can combine the essences of different creatures, and can create entirely new creatures. You can take parts of the essence, and add them onto a pre-existing creature to give it abilities it never had before. As a vessel of enhancement, you are ambitious and curious to see how the human and physical body can withhold foreign design, and you take pride in your knowledge to put parts and essence together. To you, physical life is like a puzzle, where only the correct pieces are allowed in order for life to stay in the puzzle.
Enhancement Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an biomancy spell into your spellbook is halved.
Efficient Sculptor
Beginning at 2nd level, you can cast special biomancy spells that will not expend your energy. When you cast a biomancy spell that affects other creatures that you can see, that spell may be used during a short or long rest. If you fail the casting spell, it will not expend a spell slot if you are doing it during a short or long rest. If it succeeds, you lose a spell slot as if you had cast it after your rest. After your rest, you lose a spell slot according to the one you used.
Essence Wielding
Beginning at level 5, you can harness the essence of a creature of CR 3 or lower. When you kill a creature of CR 3 or lower, you may perform a ritual that only you know for 30 minutes. Upon completing the ritual, you harness it's essence. You gain the following benefits,
Passively- you gain a 1 hit dice equal to that creature's hit dice. If the creature has two, pick one. You can spend a spell slot to combine your essence with yours temporarily. The spell slot level is equal to the creature's CR. It the CR is lower than one, use it as a cantrip instead.
Using a spell slot, choose 3.
-You gain/replace one movement speed of your own speed with one of your creature
-You gain one attack of your creature
-You gain the AC of your creature (cannot be repeated)
-You gain two resistances of your creature (cannot be repeated)
-You gain a sense of your creature
-You look like you are of your creature
-You gain an ability of your creature
-You gain immunity from your creature
-You gain a limb of your creature
-You gain temporary health points equal to half of the average health of your creature (cannot be repeated)
Respectively, you may gain two of the same benefit. Upon selecting a benefit twice, you may choose a different feature of your creature.
For example, if you chose to gain movement speed twice, you could walk 40 ft, but also fly 20 ft.
At 14th level, you gain another essence of a creature with a CR of 5 or lower.
Instead of 1 hit dice, gain 2 hit dice for both essences.
Sustained Cantrip
Whenever you cast a biomancy cantrip with a duration, add one of your hit dice types to the duration.
For example, if I had a hit dice of 1d6, then I would add 1d6 to the duration of my cantrip.
Biomancy Specialist
Beginning at 14th level, your biomancy spells last 2 minutes longer. In addition, choose one branch of biomancy.
Hone Enhancement or Hone Weakening.
If you choose the Enhancement, you gain the following abilities.
-You can spend a 4th level slot to give a creature one of the following benefits of an essence you control. If you do, that creature gains one of the following benefits.
-They gain/replace one movement speed of your own speed with one of your creature
-They gain one attack of your creature
-They gain the AC of your creature
-They gain two resistances of your creature
-They gain a sense of your creature
-They look like you are of your creature
-They gain an ability of your creature
-They gain an immunity from your creature
-They gain a limb of your creature
-They gain temporary health points equal to half of the average health of your creature (cannot be repeated)
If you choose Weakening, you gain the following benefits.
-All biomancy spells you cast have an area of effect with your choice.
The range is 10+ Intelligence modifier rounded up.
This includes a line, cylinder, cube, sphere, etc.
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