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.
The caster has studied the nervous systems of many creatures and understands how to use magic to influence those systems, triggering neurological and biochemical reactions.
Biochemical Influence
When communicating with a living creature, you can use a Bonus Action to subtly influence their attitude by triggering a biochemical response through its endocrine system, creating an emotion such as fear, attraction, or happiness for 1 minute. This gives the target Disadvantage on applicable rolls against influence such as Intimidation, Persuasion, and Animal Handling, as well as charm spells. Note that the emotion must correspond to the influence method, so fear will influence Intimidation, but Happiness will not. When the effect wears off, the target will recognize the inexplicable change in feelings with a successful Wisdom (Perception) Saving Throw, but they don’t necessarily recognize the source of the change.
After using this feature, the caster must complete a long rest before using it again.
Pain Relief
You can use an action to touch a willing target and relieve pain and stress, giving the equivalent benefits of a short rest or removing 1 level of exhaustion. Note that this removes the effects but not the cause of the exhaustion, so a disease or other condition causing the exhaustion would continue to cause new levels of exhaustion accordingly.
After using this feature, the caster must complete a long rest before using it again.
Pain Block
You can use an action to touch a willing target and reduce their experience of pain to nominal levels for 1 minute. The target has resistance to psychic damage, bludgeoning damage, piercing damage, and slashing damage, cannot be stunned, and temporarily loses 1 level of exhaustion for the duration.
After using this feature, the caster must complete a long rest before using it again.
Mental Fortitude
When you use Pain Block, the target becomes immune to Psychic Damage, cannot be charmed, and loses all exhaustion for the duration.
After using this feature, the caster must complete a long rest before using it again.
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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!