Base Class: Wizard
Bio-Engineers delve into the arcane study of life itself, fusing magic with biological manipulation. They create and enhance living organisms, pushing the boundaries of what life can achieve. Life... finds a way.
3rd-Level Feature: Arcane Biologist
Your studies in life magic grant you a deep understanding of biology. You gain proficiency in the Nature skill and advantage on checks to identify or understand living creatures, their weaknesses, and any magical properties they may have. You can replace Wisdom (insight) check with Nature checks Additionally, you can use your magic to stabilize dying creatures within, You have learn "Spare the drying" and doesnt count to your total cantrips, You can cast it as a bonus action.
3rd-Level Feature: Genetic Tinkering
You can infuse living creatures with arcane energy to enhance their abilities temporarily. Whenever you cast spell, you can touch a creature and grant it only one of the following benefits for 1 hour. If you cast another spell and choose to apply a new Genetic effect to the same ally, the previous one ends.
Enhanced Reflexes: The creature gains a +2 bonus to AC.
Heightened Strength: The creature’s melee attacks deal an additional 1d4 force damage.
Improved Senses: The creature gains darkvision out to 60 feet and advantage on Perception checks.
You can use this feature a number of times equal to your proficiency bonus, and all uses are restored when you finish a long rest.
6th-Level Feature: Bio-Alchemy
Your magic lets you grow and shape living matter. As bonus action, you can conjure a mass of biological material in an unoccupied space within 30 feet. The material remains for up to 1 hour or until destroyed. Choose one of the following forms:
Flesh Barrier: A wall of sinew and bone springs up, forming a 10ft long, 10ft high, 5ft thick barrier. It has AC 15 and hit points equal to 10 × your wizard level
Binding Tendrils: Vines and tendrils erupt in a 10-foot radius. Creatures of your choice in the area must succeed on a Strength saving throw against your spell save DC or be restrained for 1 minute.
Regenerative Pod: A cocoon forms around a willing creature, restoring hit points equal to 2d8 + your wizard level at the start of each of its turns. The creature is Restrained while inside.
You can use this feature a number of times equal to your Intelligence modifier per long rest.
10th-Level Feature: Adaptive Mastery
Your mastery over biological manipulation allows you to tune living creatures physiology in diverse ways. As bonus action, choose a creature you can see within 30 feet and grant two of the following adaptations for 10 minutes:
Alligator Skin: The creature gains resistance to bludgeoning, piercing, and slashing damage.
Cat Agility: The creature gains a +5 bonus to Dexterity saving throws and initiative rolls.
Shark Metabolism: The creature gains temporary hit points equal to your wizard level at the start of each of its turns.
Owl Eyes: The creature gains magical darkvision out to 120 feet and advantage on Wisdom (Perception) checks.
Badger Tenacity: The creature has advantage on saving throws against being charmed, frightened, or poisoned.
Scorpion Survival: The creature gains resistance to poison damage and advantage on saving throws against being poisoned. Additionally, it can survive without food, water, or breathable air for up to 24 hours, and it automatically succeeds on saving throws against extreme environmental conditions (such as intense heat and toxicity).
Spider Senses: The creature gains the ability to detect magic as if under the detect magic spell and has advantage on saving throws or checks against illusions.
You can affect a number of creatures equal to your proficiency bonus with this feature. Once a creature has benefited from this feature, it cannot do so again until it finishes a short or long rest.
14th-Level Feature: Master of Evolution
You can unleash your ultimate mastery of bio-engineering, drastically altering the biology of allies and enemies alike. As an action, choose any number of creatures within 30 feet of you. Each ally gains only one of the following Blessed Genes, and each enemy suffers only one of the Cancer Genes effects (your choice for each target). Unwilling Creature must make Constitution saving throw against Nature check, on fail saving throw the creature takes ONLY ONE of listed effects. on success saving throw the creature dont take any effects.
Blessed Genes
Salamander Regeneration: Ally regains hit points on each start of turn equal to your wizard level + your Intelligence modifier and gains immunity to poison and disease for 1 minute.
Falcon Vision: Ally gains truesight out to 30 feet and advantage on Perception checks
Cheetah speed: Ally walking speed increases by 20 feet, and it gains advantage on Dexterity checks and saving throws.
Owl Wisdom: Ally gains advantage on Insight, Persuasion, and Investigation checks for 1 minute. Additionally, once during the effect, they can use their reaction to analyze an enemy's movements and relay critical information. The next ally who attacks that enemy has advantage on the attack roll, and the target has disadvantage on saving throws against the attacker's spells or abilities until the end of the attacker's next turn.
Mimic Adaptation: The ally gains resistance to one damage type of its choice for the next 10 Min.
Wolf mind: The ally gains the Pack Tactics trait. They have advantage on attack rolls against creatures if at least one of the ally’s allies is within 5 feet of the creature and isn’t incapacitated.
Grizzily Endurance: The ally automatically succeeds on Constitution saving throws against exhaustion, poison and they gain temporary hit points equal to twice your wizard level.
Dolphin Echo-location: The ally gains the ability to breathe underwater, a swimming speed of 40ft, and blindsight out to 30 feet for 10 Min.
Cancer Genes
Snail Burden: creatures movement speed is halved, and it has disadvantage on Dexterity saving throws.
Curse of Vulture: creature takes 6d10 necrotic damage, and its hit point maximum is reduced by half the damage dealt.
Quokkas Fear: The creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws and checks.
Tremor Instability: The creature must succeed on a Constitution saving throw at the start of each of its turns or fall prone as its body convulses uncontrollably.
Curse of Ant prey: If creature is swarmed or surrounded by other creatures. At the start of each of its turns, it takes 3d8 piercing damage, and its movement speed is reduced by 15 feet.
You can use this feature once per long rest. If you use it again before finishing a long rest, you take 10d10 necrotic damage due to the strain of manipulating so many biological forms simultaneously
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Posted Oct 14, 2025Neat subclass!
The only thing I thought was missing was letting someone sprout wings at level 14.