Wizard
Base Class: Wizard

By turning magic inward biomancers can improve their own abilities and bolster allies by using magic to influence the natural functions of the body. Novice students of Biomancy may offer services altering a person's eye or hair color, height, and facial features. Masters of the art can improve physical strength, mental acuity or even allow a person to develop exotic features like wings or an armored exoskeleton.  

Expanded Spell List

The School of Biomancy gains access to the following spells from the Druid spell list. 

  1. 1st Level: Cure Wounds, Detect Poison and Disease
  2. 2nd Level: Barkskin, Enhance Ability
  3. 3rd Level: Plant Growth, Water Walk
  4. 4th Level: Freedom of Movement
  5. 5th Level: Contagion

Alter Feature

Starting at 2nd level. Once a day you can touch a creature and change a single physical feature of that creature. This can include changing a creature's natural hair color or texture, changing eye color, altering the creature's primary or secondary sex characteristics, or increasing/decreasing the creature's height (this feature can not be used to change the size class of the creature). You must maintain physical contact for 10 minutes to enact the effect and the creature must be willing to undergo the change. The altered feature is considered a natural physical feature of the character and can not be undone by Dispel Magic or similar effects. A creature that has been successfully changed by this feature can't be affected by Alter Feature for 24 hours.

Innate Enhance Ability

Starting at 2nd level, the magic of bolstering the physical characteristics of other creatures is second nature. You learn the Enhance Ability spell if you do not already know it. This spell is always prepared and does not count towards your number of prepared spells. In addition, you can cast Enhance ability without expending a spell slot or using verbal and material components. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of Innate Enhance Ability whenever you finish a long rest. 

 

Mutagenic Magic

Starting at 6th level, whenever you cast a spell of 1st level or higher that requires concentration and targets only one friendly creature you can cause that creature to gain one of the following effects for as long as you concentrate on that spell

Armored Carapace: Gain a +2 bonus to AC

Feathered Wings: Gain a flying speed to equal to its walking speed

Aquatic Adaptation: Gain a swimming speed equal to its walking speed

Seismic Hypersensitivity: Gain tremor sense up to 30 feet

Focused Cognition: The creature can become Frightened or Charmed. Any effect causing it to be Frightened or Charmed immediately ends

Malicious Alteration

Starting at 10th level, whenever you cast a spell of 1st level or higher that requires concentration and targets one or more creatures you can cause those creatures to gain one of the following effects for as long as you concentrate on that spell.

Weakened Muscle: The creature gains disadvantage on attack rolls and Strength saving throws.

Sluggish Movements: The creature's movement speed is halved and can take either an action or a bonus action on each of its turns. It also gains disadvantage on Dexterity saving throws.

Wasting Frailty: The creature can't regain hit points and gains disadvantage on Constitution saving throws.

Brain Rot: The creature gains disadvantage on Intelligence saving throws and saving throws on maintain concentration on a spell.

Warp Perceptions: Attack rolls against the creature have advantage and the creature gains disadvantage on Wisdom saving throws.

Ego Depletion: The creature is Charmed and gains disadvantage on Charisma saving throws.

Override Limits

Starting at 14th level you can permanently enhance yourself and allies beyond the limits of ordinary mortals. By focusing concentrated magic into a creature for at least one hour you can permanently increase one of that creature's ability scores by 2 (max 30). A creature can only benefit from Override Limits once in its lifetime. 

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