Base Class: Wizard
Some consider biomancy unnatural, but it’s the biomancers of Tanmaa who are responsible for many of the hybrid and augmented creatures who fill the Western Division of Caphora, and while biomancers have been blamed for some of the plagues that have struck the continent, they’re the first to be called when plague strikes to control it.
Most biomancers are found in the labs of Tanmaa, but some nobles hire them as extremely expensive personal physicians. Some biomancers are the products of their own labs who have learned, through observation and sometimes deliberate training, to use the very magic that created them.
Biomancers specialize in one of four forms of the craft. They can use other biomancy spells but prefer their own tradition.
Other Campaign Worlds
While the Biomancer was developed specifically for the Caphora campaign world, it will work with most existing campaign worlds, especially those with a slight “mad science” or steampunk element, gnomes who like to tinker, or campaign worlds with hybrid creatures or characters.
Somaturgists manipulate the flesh: skin, muscle, bones and sinews. They can warp its shape and properties into improved and alternative forms.
Flesh Augmentation
By touching a target as an action, you can strengthen the skin and muscle of the target for one hour, thus increasing their Strength and AC by 2. An unwilling target can make a Constitution save to avoid the effect.
Once you use this feature, you cannot use it again until after a long rest.
Flesh Mimicry
You transform yourself or a willing creature with the physical limitations of the Disguise Self spell, except that the transformation is physical and will stand up to inspection. The feature only affects the body of the target, not clothing or other possessions. The transformation takes 1 action to complete and lasts for one day. After using this feature, the caster must complete a long rest before using it again.
Adaptive Traits
You can touch and transform a willing creature with your action, giving them physical abilities to adapt to their environment for 1 day. You may choose one of the following forms for the transformation.
If the target already has one of the given abilities, the creature has the ability at whichever amount is greater for the duration.
After using this feature, the caster must complete a long rest before using it again.
Cryophile
The target grows heavy fur and has immunity to cold damage.
Digger
The target grows powerful claws that can dig a 15 ft cube per action. The target also gains 60’ Darkvision, and the claws can be used as an unarmed attack, dealing slashing damage equal to 1d6 + Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Flier
The target grows bat-like wings as extra appendages from the shoulder blades and gains a flying speed of 30 feet. To use this speed, they can’t be wearing medium or heavy armor.
Swimmer
The target grows fins, webbed digits, gills, and scales and gains the following abilities: a [Tooltip Not Found] speed of 30 feet when not wearing medium or heavy armor, the ability to breathe air and water, and 60’ Darkvision.
Thermophile
The target grows lizard-like scales and has immunity to fire damage.
Adaptive Form
At 14th Level, when using the Adaptive Traits feature, the transformation becomes permanent until dispelled.
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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!