Wizard
Base Class: Wizard

Biomancy is the magical study of manipulating organic matter, which can involve healing and modification or combinations of organisms to form new ones. In essence, wizards of the School of Biomancy specialize in abjuration, transmutation, or healing magic that affects a creature's body. Because they tend to manipulate positive energy found in the Weave, many biomancers are good-aligned.

Expanded Spell List

Starting at 2nd level, your scholarly devotion to this school and your link to the life energies within the Weave allows you to learn certain spells from other classes. When your Spellcasting feature lets you learn a wizard spell, or when you find a scroll that has one of these spells, you can transcribe it in your spellbook. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

Biomancy Spells (Expanded Spell List)

WIZARD Level Spells
1st cure wounds, healing word
3rd enhance abilitylesser restoration
5th beacon of hope, revivify
7th death ward, freedom of movement
9th awaken, greater restoration

Morphing Adept

Starting at 2nd level when you select this school, you can alter your physical appearance as per the alter self spell, requiring no concentration. You can cast the spell three times using this feature, and you regain any expanded use at the end of a long rest. 

Starting at 5th level, you can target a willing creature by touch when you use this feature. However, the creature that is the target of the spell must maintain concentration for the duration (up to 1 hour). 

Ooze Shape

Starting at 6th level, you can use your action to become amorphous and oozelike for 10 minutes, requiring your concentration.

Your new form is boneless and fluid, enabling you to move through a space as narrow as 1 inch wide without squeezing. While in ooze form, you can't benefit from any equipment, including magic items. While in this form:

  • Your AC is 8 + your Dexterity modifier, and your Strength is 14 (+2).
  • You gain resistance to acid, poison, and slashing damage from nonmagical weapons, and immunity to the prone condition.
  • You gain a swim speed of 30 ft., and you can remain submerged without breathing.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • You have advantage on Dexterity (Stealth) checks.
  • You can't wield weapons or manipulate objects with any precision.
  • You can't talk, unless you have telepathic abilities, and you can't cast spells that require verbal, somatic, or material components. 
  • As an action, you can make a pseudopod attack. Make a melee weapon attack against a target within 5 feet. You are proficient with your pseudopod, and you add your ooze form Strength modifier to your attack roll. On a hit, the target takes 2d6 + 2 bludgeoning damage plus 1d6 acid damage. 

You can use an action to revert back to your normal form. When you do so, the effect ends. If your are in a space too small to fit into when the effect ends, you are shunted to the nearest unoccupied space and you take 2d6 force damage.

The homebrew spell Oozemorph is available in the homebrew spell section of DnD Beyond. A biomancer could learn the spell in addition to its Ooze Shape feature to use it more often.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. You can target only yourself and transform into a beast whose challenge rating is 1 or lower.

When you polymorph using this feature, you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours, as per the druidic Wild Shape feature. If the creature has any legendary or lair actions, you can’t use them. 

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Biomancer

Starting at 14th level, you can use your Morphing Adept feature at will (with you as target). You still need to expend a use of the feature to target a creature other than you.

Also, while in beast or ooze form--no matter how you assume the form--you can touch a target and cast the spell cure wounds, requiring no material components. You can cast the healing spell this way three times between rests. When you finish a long rest, you regain expended uses. 

 

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