Base Class: Fighter
Bio-Knights are the martial leaders of Mizzix's Biomancy division, with the knowledge of the genetic arts and the martial skill to fully use them.
Level 3: Spellcasting
Your Mastery of Biomancy has allowed you to cast spells
Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Wizard spell list.
When you reach Fighter level 10, you learn another Wizard cantrip of your choice.
Spell Slots. The Bio-Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —Spell Slots per Spell Level— | |||||
|---|---|---|---|---|---|
| Fighter Level | Spells Prepared | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list.
Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Wizard spell for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Level 3: Major Adaptations
You are able to implement the first basics of your Biomancy knowledge to edit your own form into the perfect weapon. Your natural weapons become magical in addition you may choose a major adaptation from the list below. At 8th level you gain a second, at 11th level you gain a third, and at 17th level you gain a fourth.
|
Major Adaptation |
Affect |
|
Grafted Wings |
You gain a 60ft flying speed |
|
Gilded Scales/Shell |
Your AC becomes 10+Dex+Con. You may still have this bonus if you are wielding a shield. |
|
Digitigrade Legs |
Your walking speed increases by 30ft, opportunity attacks made against you have disadvantage. |
|
Regenerative tissue |
At the start of each of your turns you regain hitpoints equal to your proficiency bonus as long as you have not taken fire damage in the last minute. |
|
Additional Arm |
You have one additional arm that can hold an object. In addition if it is holding a weapon you may make an attack with that weapon as part of the two-weapon fighting attack as long as all your weapons fit the restrictions. |
|
2 Additional Arm |
You have one additional arm that can hold an object. In addition if it is holding a weapon you may make an attack with that weapon as part of the two-weapon fighting attack as long as all your weapons fit the restrictions. |
|
Bio-electric Tentacles |
You gain four Tentacles or tendrils that can old objects weighing no more than 10 pounds, these may not be weapons. As a bonus action you may make two natural weapon attacks with these tentacles. They have a range of 20ft, they are finesse, light and deal 1d8 lighting damage. |
|
Crushing Claw |
You gain natural weapons on one of your arms, they have 5ft reach, and deal 2d8 piercing + Str damage. |
|
Proportional Strength |
You gain advantage on Strength (Athletics) Checks, your Strength Score Increases by two and your Dexterity Scores Decrease by two. |
|
Preternatural Reflexes |
You gain advantage on Dexterity (Acrobatics) Checks, your Dexterity Score Increases by two and your Strength Score Decreases by two. |
|
Ooze like form |
You gain resistance to bludgeoning damage, in addition you can move your body to fit through a space of one inch as long there is a space behind it big enough to reform afterwards. |
2nd Additional Arm
You have one additional arm that can hold an object. In addition if it is holding a weapon you may make an attack with that weapon as part of the two-weapon fighting attack as long as all your weapons fit the restrictions.
Additional Arm
You have one additional arm that can hold an object. In addition if it is holding a weapon you may make an attack with that weapon as part of the two-weapon fighting attack as long as all your weapons fit the restrictions.
Bio-Electric Tentacles
You gain four Tentacles or tendrils that can old objects weighing no more than 10 pounds, these may not be weapons. As a bonus action you may make two natural weapon attacks with these tentacles. They have a range of 20ft, they are finesse, light and deal 1d8 lighting damage.
Crushing Claw
You gain natural weapons on one of your arms, they have 5ft reach, and deal 2d8 piercing + Str damage.
Digitigrade Legs
Your walking speed increases by 30ft. In addition opportunity attacks against you have disadvantage.
Gilded Scales (Or other defensive adaptation)
Your unarmoured AC becomes 10+Dex+Con. You may wield a shield and still gain this benefit.
Grafted Wings
You gain a flying speed of 60ft.
Ooze Like Form
You gain resistance to bludgeoning damage, in addition you can move your body to fit through a space of one inch as long there is a space behind it big enough to reform afterwards.
Preternatural Reflexes
You gain advantage on Dexterity (Acrobatics) Checks, your Dexterity Score Increases by two and your Strength Scores Decrease by two.
Proportional Strength
You gain advantage on Strength (Athletics) Checks, your Strength Score Increases by two and your Dexterity Scores Decrease by two.
Regenerative Tissue
At the start of each of your turns you regain hitpoints equal to your proficiency bonus as long as you have not taken fire damage in the last minute.
Minor Adaptions
You are able to implement the first basics of your Biomancy knowledge to edit your own form into the perfect weapon. You may choose one minor adaptation from the list below. At 7th level you gain a second , you get a third at 9th, a fourth at 13th and a fifth at 17th. Whenever you finish a long rest you may change your minor adaptions.
|
Minor Adaptations |
Affect |
|
Stinging tail |
You gain a natural weapon and a tail, the weapon has 10ft reach, finesse, light and does 1d6 piercing. In addition, when a target is hit with an attack from this weapon it must make a save equal to your spell save taking 1d6*proficiency poison damage on a failure and half as much on a success. |
|
Chameleonic Skin |
Proficiency in Stealth and advantage on stealth checks |
|
Sonar Hearing |
You gain blindsight of 120ft |
|
Poisonous Skin |
You are resistant to poison and immune to the poisoned condition. In addition, if a creature makes contact with you, it must make a Con save against your spell save DC. If it fails it becomes poisoned. |
|
Mind of Steel |
You become immune to charmed and frightened effects. |
|
Manifold Mind |
You gain proficiency in Intelligence and Wisdom Saving throws. |
|
Bioluminescence |
You emit dim light up to 20ft. |
|
Suction/sticky scaling |
Climbing speed equal to your walking speed |
|
Enhanced senses |
Darkvision 60ft. Advantage on Investigation, Perception and Insight Checks. |
|
Defensive Quills/Spikes |
When a creature hits you with a melee attack it takes piercing/bludgeoning/slashing damage equal to your proficiency bonus. |
|
Reduced Metabolic Rate |
You only need to eat and drink once every 3 days. |
|
Adapted Rest Cycle. |
You only need to rest for 4 hours for a long rest rather than 8. |
|
Bladed Barbs or Other natural weapons |
You gain natural weapons on your arms or legs, they have 5ft reach, finesse, light, and deal 1d8 slashing or piercing + Str/Dex damage. |
|
Elemental Resistance 1. |
Choose an element to gain resistance to when you choose this adaptation. |
|
Elemental Resistance 2. |
Choose an element to gain resistance to when you choose this adaptation. |
Adapted Rest Cycle
You only need to rest for 4 hours for a long rest rather than 8.
Bioluminescence
You emit dim light up to 20ft.
Bladed Barbs or Other natural weapons
You gain natural weapons on your arms or legs, they have 5ft reach, finesse, light, and deal 1d8 slashing or piercing + Str/Dex damage.
Chameleonic Skin
Proficiency in Stealth and advantage on stealth checks.
Defensive Quills/spines
When a creature hits you with a melee attack it takes piercing/bludgeoning/slashing damage equal to your proficiency bonus.
Elemental Resistance 1.
Choose an element to gain resistance to when you choose this adaptation.
Elemental Resistance 2.
Choose an element to gain resistance to when you choose this adaptation.
Enhanced Senses
Darkvision 60ft if you already have Darkvision your Darkvision increases by 60ft. Advantage on Investigation, Perception and Nature Checks.
Manifold Mind
You gain proficiency in Intelligence and Wisdom Saving throws.
Mind of Steel
You become immune to charmed and frightened effects.
Poisonous Skin
You are immune to poison and the poisoned condition. In addition, if a creature makes contact with you, it must make a Con save against your spell save DC. If it fails it becomes poisoned.
Reduced Metabolic Rate
You only need to eat and drink once every 3 days.
Sonar Hearing
You gain blindsight of 120ft.
Stinging Tail
You gain a natural weapon and a tail, the weapon has 10ft reach, finesse, light and does 1d6 piercing. In addition, when a target is hit with an attack from this weapon it must make a save equal to your spell save taking 1d6*proficiency poison damage on a failure and half as much on a success.
Suction/Sticky Scaling
You gain a climbing speed of 30ft.
Level 7: Rapid Adaptaion
You gain the spell Alter Self, you may cast it at your highest spell level as a bonus action without spending a spell slot, you may do a number of times equal to your proficiency bonus.
Level 10: Adapt or Die.
Your Armour Class Increases by 1.
In addition, as a reaction to being hit by a spell or attack that deals a single damage type you may use your reaction to gain resistance to the damage until the start of your next turn. You may not do this again until your next short rest. You may spend a spell slot to use this feature again.
Level 15: Biomancy Masterpiece.
You gain a pool of 1d10's equal to your proficiency. You may spend these in various ways. When you fail D20 roll you are efficient with, you may spend one dice and add it to the roll possibly turning the fail into a success. You regain these dice each long rest.
Level 18: Master of Arcana and Flesh
At the start of your turn you gain 10 temp hit points.
Any spells you cast that have a range of self can be cast as a bonus action and no longer require concentration.
When you are hit with a damage type you may gain resistance to that damage type until this effect ends as a reaction. You may do this three times during this effect.
If you drop to zero hit points you can instead end this effect and return to half your hitpoints.
When this effect ends you gain a level of exhaustion and you cannot use it again until you complete a long rest.







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Posted Jul 24, 2025Sorry for the spam, Search for the Bio-Phage, its the Rogue one, no magic but has a very Rogue take on Biomancy
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Posted Jul 24, 2025Do you mean like redesign the subclass for them? Because the spells wont work for Monk at least, Ill give them some unique effects aswell give me a bit and Ill reply when they are done
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Posted Jul 24, 2025If you give me a few days 100%
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Posted Jul 21, 2025Can you make a rogue and monk subclass version of this subclass