Wizard
Base Class: Wizard

You have learned everything about the physical body utilize that knowledge with esoteric arcane practices to aid in manipulating your body as well as other living organisms.

Bonus Proficiencies

2nd level Biomancy feature

You gain proficiency in the Medicine and Nature skills and your choice of either alchemist's supplies, herbalism kit or poisoner's kit.
In addition, you can use any of the previously mentioned tools as an arcane focus for your spellcasting feature.

Alchemist's Supplies

You gain proficiency in alchemist's supplies.

Herbalism Kit

You gain proficiency in the herbalism kit.

Poisoner's Kit

You gain proficiency in the poisoner's kit.

Corpuscle Manipulation

2nd level Biomancy feature

You gain a pool of dice that is used for your biomancy practice. The pool is an amount of d6s equal to your 1 + your wizard level and referred to as biomancy dice. You regain all expended dice after a long rest. You use these dice to perform the following actions:

  • Close Wounds. As a bonus action, you can choose a creature you can see within 60 feet of you, spending biomancy dice. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You cannot restore the hit points of a construct with this feature.
  • Reinforce Brawn. As a reaction when you or a creature you can see within 60 feet of you attempts a Strength, Dexterity or Constitution d20 test you can expend a biomancy die and add it to their result. You must expend the biomancy die before the d20 test is made.

Medicinal Ward

6th level Biomancy feature

You gain resistance to necrotic and poison damage and immunity to disease. You also have advantage on saving throws to avoid or end the poisoned condition.

In addition, as an action you can expend a spell slot to extend this benefit to other creatures within 30 feet of you. This effect lasts for 1 minute. You affect an amount of creatures equal to the level of the spell slot expended.

Resourceful Vitality

10th level Biomancy feature

Whenever you roll initiative and you have no biomancy dice to expend, you can regain an amount of biomancy dice equal to your intelligence modifier.

Hemorrhaging Grasp

14th level Biomancy feature

As an action, you can choose a creature you can see within 60 feet, expending up to 3 biomancy dice. The creature must make a constitution saving throw against your spell save dc or become paralyzed for an amount of rounds equal to the amount of biomancy dice expended. Constructs automatically succeed the saving throw.

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