Base Class: Druid
The Circle of Biomancy is a weird eclectic bunch, even by druid standards. Often seen as simply crazed mutant makers, their members use magic to coax new morphologies from existing creatures, as well as to combine traits from multiple organisms in one. But don't be fooled, these biomancers are expert physicians who know more about the inner workings of the body than most probably should. In their view nature is a wonderful engineer but works far too slowly for their taste, not that they would let that stop them.
Driven to push the boundaries of physiology, the Circle of Biomancy are discovering and creating new species at their every opportunity, some of which you might've even heard of...
Circle Spells
Your research methods and insights into various physiologies grants you access to certain spells. At 2nd level, you learn the Primal Savagery cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Biomancy Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
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2nd |
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3rd |
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5th |
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7th |
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9th |
Mutagen Adaptation
Hybrid Form. Also at 2nd level, you gain the precision required for more tailored transformation. You can use your bonus action to magically assume only parts of a creature's form, rather than transforming into a beast. As a bonus action, you can expend a use of your Wild Shape feature to take on a hybrid form, rather than transforming into a beast. You choose a hybrid form to transform into when you use this feature and gain its benefits.
Some of your hybrid forms require your target to make a saving throw to resist an effect. The saving throw DC for those forms is equal to your spellcasting DC.
You learn three Mutagen Adaptations of your choice at 2nd level, which are listed under Mutagen Table below, and one additional form of your choice at 6th, 10th, and 14th level. You must meet level requirements for each form in order to learn and use it. This transformation last for 1 hour, until you dismiss it (no action required), or use this feature again.
Mutagen Versatility. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a known Hybrid Form with a different one you qualify for.
Mutagen Table
| Requirement | Adaptation |
|---|---|
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Prerequisite: 2nd level |
Cat's Eyes. Your skull and eyes reshape to match more feline anatomy. You gain darkvision up to 60 ft. and advantage on |
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Prerequisite: 4th level |
Spider Legs. You sprout several thin hair covered legs. You gain a climb speed equal to your walking speed and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, while leaving your hands free. While in contact with a web, you know the exact location of any other creature in contact with the |
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Prerequisite: 4th level |
Echolocation. Your ears grow larger than your head and your mouth reshapes to resemble a bat. You gain blindsightup to 30 ft, in addition you gain advantage on Wisdom (Perception) checks relying on hearing. You can't use this sense while [Tooltip Not Found] or deafened. |
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Prerequisite: 2nd level |
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. |
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Prerequisite: 4th level |
Grappling Appendages. You grow two special appendages growing alongside with your arms. Choose whether they're both claws, tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon with a reach of 10ft, which you can use to make an unarmed strike with. If you hit, they do 1D6 bludgeon damage and use your Wisdom modifier for attack and damage rolls. When you hit a target with your appendages, the target becomes grappled (escape DC equal to your spell DC). |
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Prerequisite: 2nd level |
Carapace. You grow scales, thicker skin or a different natural armor of your choice. When you aren't wearing armor, your AC equals 13 + your Wisdom modifier. |
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Prerequisite: 4th level |
Tunneler Arms. Your forearms swell and bulge as they begin to resemble an Umber Hulk’s. You gain a Burrow speed equal to 20 ft or half your walking speed (whichever is higher). You leave a 5 ft tall and 5ft wide tunnel when you burrow, and you can burrow through solid rock at half your burrow speed. In addition you gain tremorsense out to 60ft. |
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Prerequisite: 8th level |
Wings. You sprout feathered or leathery bat wings. You gain a flying speed of 60ft and can hover. In addition you don’t provoke an opportunity attack when you fly out of an enemy’s reach. |
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Prerequisite: 2nd level |
Chameleon Skin. You skin gets covered in fine prismatic scales. You can finely adjust the color of your skin to match your surroundings in the blink of an eye. You have advantage on Dexterity (Stealth) checks made to hide. |
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Prerequisite: 8th level |
Great minds. You grow an additional head, as such your mind expands. You gain advantage on concentration checks as well as any Intelligence, Wisdom, or Charisma Saving Throws. |
Applied Biomimicry
Starting at 6th level, your extensive time spent in mixed anatomy blur the lines for what your physical form is capable of and afford you additional insights. You can cast the spells from your Circle Spells feature targeting only yourself with any non-harmful effects while you are in Wild Shape form.
(editors note, alternative wording: replacing the range of any non-harmful spell with a range of touch to a range of self)
When using Wild Shape, you can instead assume the shape of a Monstrosity, with a challenge rating as high as your druid level divided by 4. (You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.)
In addition, your attacks using natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Mutagen Polymorphism
At 10th level, your mastery over mutagens grow. You can choose two Adaptations and gain gain the benefits of both when using Mutagen Adaptation.
Protean Perfection
At 14th level, you're experimentation with hybrid morphology has produced results. You can expend two uses of Wild Shape at the same time to transform into a Theran Chimera, a Troll Mutate, or a Flesh Meld.
(editors note: removed Otyugh Mutate from the list, now the theming is A chimera, A mutant, and An abomination of living flesh, very fitting)