Base Class: Wizard
As a biomancer you see every creature has potential. And through the arcane you are able to show the world that potential. Wether you wish to improve your self or others you continuesly search and learn of anatomy and how you are able to manipulate it. Even create it.
Aspirring Alchemist
Beginning when you select this subclass at 2nd level, you gain proficency with alchemist’s supplies and the medicine skill.
Beginners Biomency
Beginning at 2nd level, you can change the biological make up of living creatures. As an action you can touch a creature of medium size or smaller. And by using up a 1 lvl spell slot you can give it one feature from the minor adeptation menu (listed below) (you can also create adeptations not listed but they cannot be more powerfull than the listed ones and the dm needs to approve them before hand). This change lasts up to 8 hours and you cannot grant someone another adeption until you finish a longrest.
Also you gain the abbility to craft a moving sludge (a monster with stats posted on dnd beyond). You need to spend 2 hours of constant work and 50 gold of materials which you use up with your alchemist supplies.
Minor Adaptations
| Minor Adaptation | |
|---|---|
| 1 | Claws. The creature gets claws making their unarmed attack into 1d4+strenght slashing damage. |
| 2 | Aquatic. The creature gains a swimming speed equal to its walking speed. |
| 3 | Climbing Speed. The creature gains a climbing speed equal to its walking speed. |
| 4 | Cryptic Skin. The creature can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide. |
| 5 | Heightened Awareness. The creature can’t be surprised, as a result of having highly sensitive senses |
|
6 |
Smoke cloud (Recharges after a Short or Long Rest). The creature can use a bonus action to expel a cloud of smoke and then move up to its speed. The cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis’s space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong wind also disperses the smoke cloud |
| 7 | Leaping Legs. With or without a running start, the creature’s long jump is 20 feet (lvl 2), 30 feet (lvl 4), or 40 feet (lvl 6). Its high jump is 10 feet (lvl 2), 20 feet ( lvl 4), or 30 feet (lvl 6). |
| 8 | Stabilizing Legs. The creature's bone structure in the legs are extramly effecitive. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. |
Bastardized Life
Starting at 6th level, you are able to manipulate life in more ways. If you use a 3rd level spell slot you can give a creature 1 minor and 1 major adaptation (listed below) for 8 hours. You cannot give any other creature any adaptations until you have taken a short rest.
Additionaly through your research you unlocked the secret of creating lesser life. You are able to turn a moving sludge into a ooze type creature with a maximum CR of 2. And it can be Small or Tiny. You need to spend CR times 500 gold and CR times 2 hours and use up a 3rd level spell slot to create the creature. The creature understands basic commands when spoken in 1 language you speak. The creature will try to fuffil your order to the best of its abbility. But if you fail to feed it for over 3 days than it will turn hostile. The creature isnt able to multiply/reproduce in anyway. If you create a oozze when you already created one previously then the older ooze dies and cannot be resurected.
| Major Adaptation | |
|---|---|
| 1 | Acidic Skin. Any creature that touches the creature or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (lvl 6), 4 (1d8) acid damage (lvl 10), or 6 (1d12) acid damage (lvl 14). |
| 2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4 if it doesn't wear any armor. |
| 3 | Bioluminescent Markings. The creature has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects. |
| 4 | Flight. The creature grows wings and gains a flying speed equal to its walking speed. |
| 5 | Grabber. When the creature hits a creature with a unarmed strike, the target is grapples (escape DC 13 if the biomancer is lvl 6, DC 15 if the biomancer is lvl 10, and DC 19 if the biomancer is lvl 14) by a specialized grasping appendage on the creature. It can have only one creature grappled in this way at a time. |
| 6 | Hypnotic Display (Recharge 5–6). As an action, the creature creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 if the biomancer is lvl 6, DC 14 if the biomancer is lvl 10 and DC 18 if the biomancer is lvl 14) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of the creature using the display for 24 hours. |
| 7 | Venomous Sting. When the krasis hits a creature with its unarmed strike, the creature must succeed on a Constitution saving throw (DC 12 if the biomancer is lvl 6, DC 14 if the biomancer is lvl 10, and DC 18 if the biomancer is lvl 10) or be poisoned for 1 minute. If the biomancer who gave this adaptation is lvl 10 or higher the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
| 8 | Regeneration. The creature regains hit points (2 if the biomancer is lvl 6, 5 if the biomancer is lvl 10 , and 10 if the biomancer is lvl 14) at the start of each of its turns if it has at least 1 hit point. |
Empowered Biomency
Beginning at 10th level, you gain the abbilty to permanatly change the body of a living creature. You need to do a 3 hour long ritual for which you need 1000 gold worth of materials which the ritual consumes and you need to use up a 5th lvl spell slot. After the ritual the creature whom you attempted to change need to do a CON save with a dc of 16. If it fails it suffers 10d12 poison damage. Regardless if it fails or succeds it gains 1 level of exhaustion. If the creature succeds than it takes half of the damage and gains one minor adaptation of your chose. this adaptation is permenant. And you cannot give any additional lesser adaptations to that creature.
Additionaly if you create a creature now it can have a CR upto 4. However if the creature has a higher cr than 2, then you need to use a 4th level slot instead of a 3rd level one. And it can be Medium or smaller. And it no longer have to be an ooze. It can be a monstrosity.
Master Biomancer
Starting at 14th level, you are able to do a ritual that is able to give a creature a permanant major adaption. The ritual is 8 hours long and the creature undergoing the ritual needs to do a COn save with a DC of 18. If it fails it takes 14d12 poison damage. If it suceeds it takes half dmg and it gains a permenant Major Adaptation of your choice. The creature takes 1 level of exhaustion regardless if it fails or not. If the creature succeds it cannot gain any additional major adaptation in anyway.
If you create a new creature it can have a CR of upto 6 (need to use a 6th level slot if the cr is higher than 4) and it can be Large or smaller. But if you use a 9th level slot than you can create a true creature. You are still restricted to monstrosities, but the new CR cap is 12 and there is no hard limit on how many of these creatures you can create. And they are able to multiply/reproduce. However they are harder to make. So when you attempt to create a true creature the ritual cost is 2 000 gp times CR and it takes CR times 4 hours to complete.
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Posted May 2, 2025Hello. I am creating multiple homebrews that enable my players to reach 20th level is multiple classes and even multiple sub-classes of the same class. I am publishing these homebrew creations on D&D Beyond. I do not want to publish anything without the consent of the original creator. My inquiry is if I give you the credit for the creation, might I publish my homebrew? There are no worries if you do not want me to.
Thank You!
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Posted Jan 29, 2025This subclass most certainly has potential to be awesome, but the grammar and spelling might need a once-over.
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Posted Nov 5, 2020Very nice class - looks like a lot of fun to play as. Would you mind if I shared it elsewhere? I've got a small hobby website where we feature homebrew like this on occasion.