Base Class: Artificer
Biomancers cultivate living ecosystems through a blend of arcane engineering, botany, and symbiotic magic. Their creations sustain their allies rather than fighting in the front line.
Biomancer Spells
When you reach an Artificer level specified in the Biomancer Spells table, you thereafter always have the listed spells prepared.
Biomancer's Tools
You gain proficiency with Herbalism Kit. If you already have this proficiency, you gain proficiency with one other type of Artisan's Tools of your choice.
Symbiotic Companion
Using Tinker's Tools or Herbalism Kit, you can take a Magic action to create a Symbiotic Companion. It manifests in an unoccupied space within 5 feet of you. You determine its appearance; for a Fey character, it is a bio-engineered moth.
The companion is Friendly to you and your allies and obeys you. It remains until it dies, you dismiss it, or you die. You can dismiss it early by taking a Magic action; it harmlessly dissolves into spores and dormant bio-matter.
Once you create a companion, you can't do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can't create one while your companion is present. Whenever you finish a Long Rest, you can create a new companion without expending a spell slot; any existing companion then dissolves harmlessly.
The Companion in Combat. In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn't limited to the Dodge action.
Symbiotic Companion
Small Beast, Neutral
Armor Class 12 + your Intelligence modifier
Hit Points 5 + five times your Artificer level (Hit Dice: d8s equal to your Artificer level)
Speed 20 ft., fly 40 ft.
STR 6 (−2), DEX 14 (+2), CON 14 (+2), INT 4 (−3), WIS 12 (+1), CHA 6 (−2)
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Understands the languages you know
PB equals your Proficiency Bonus
Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the companion makes.
Nurturing Pulse. One creature of the companion’s choice within 10 feet gains Temporary Hit Points equal to 1d8 + your Intelligence modifier. It can’t benefit if it already has Temporary Hit Points from this action.
Pollen Bolt. Ranged Attack Roll: your spell attack modifier; range 60/120 ft. Hit: 1d8 + your Intelligence modifier Poison damage.
Symbiotic Spellcasting
When you cast an Artificer spell with a range other than Self, you can cast the spell as though you were in your Symbiotic Companion's space. You must use your own senses.
In addition, whenever your Symbiotic Companion uses Nurturing Pulse, you or the creature that gains the Temporary Hit Points can immediately move up to 10 feet without provoking Opportunity Attacks.
Reciprocal Guard
Your Symbiotic Companion gains the following Reaction.
Protective Bloom.
Trigger: A creature the companion can see within 30 feet of it takes damage.
Response: The companion reduces the damage by 2d6 + your Intelligence modifier. The companion can use this Reaction a number of times equal to your Proficiency Bonus, and it regains all expended uses when you finish a Long Rest.
In addition, the Temporary Hit Points granted by your companion's Nurturing Pulse increase to 2d8 + your Intelligence modifier.
Flourishing Ecosystem
Your Symbiotic Companion's Nurturing Pulse can now affect any number of creatures of its choice within 10 feet of it. The Temporary Hit Points granted by the action increase to 3d8 + your Intelligence modifier.
In addition, when a creature you can see within 30 feet of your Symbiotic Companion would be reduced to 0 Hit Points but not killed outright, you can use your Reaction to cause the companion to create a protective cocoon around it. The creature drops to 1 Hit Point instead and immediately gains the Temporary Hit Points from Nurturing Pulse. Once you use this benefit, you can't use it again until you finish a Long Rest.
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