Wizard
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 learned to manipulate the biology of creatures by combining their natures, borrowing traits from them or even merging them together into a hybridized form.

Like-Mindedness

As an action, you can touch 2 willing intelligent humanoids and temporarily give one of them a class or ancestral ability of the other for 1 minute or until ended with a bonus action by the caster.

After using this feature, the caster must complete a long rest before using it again.

Borrowed Nature

As an action, you can touch a willing creature and temporarily give them 1 ability of any beast within 30 feet for 1 minute or until ended with a bonus action by the caster, which also uses the recipient’s next bonus action. Attacks use the same die as the original but are scaled according to the size of the recipient, 1D for tiny, 3D for medium, etc. up to the original creature’s. The recipient’s appearance transforms accordingly for the duration, and abilities can be hampered at the Game Master’s discretion, such as medium or heavy armor interfering with flight.

After using this feature, the caster must complete a long rest before using it again.

Ally Gestalt

As an action, you can touch and merge 2 willing creatures into a composite being for 1 minute or until ended with a bonus action by the caster, which also uses the recipients’ next actions. The new being has the highest mental ability (Int, Wis, Cha) from each original being, and physical abilities (Str, Dex, Con) are equal to the highest + ⅓ of the other, rounding down. The composite has HP equal to the sum of the current Hit Points of both original beings and retains all abilities of both, always using the highest of each of the originals’ abilities for other rolls. The composite’s size is the total of the originals, up to the Game Master’s discretion and description. At the end of the duration, the composite splits to its 2 original beings, their HP divided as a ratio of their maximum HP, and any debilitating conditions applying to both as applicable according to Game Master discretion. Any buff spell or other magic effects applied to the composite will apply to 1 random original until the effect ends.

After using this feature, the caster must complete a long rest before using it again.

Physical Gestalt

When using Ally Gestalt, the targets need not be willing. Unwilling creatures can avoid the effect with a Constitution saving throw. The two originals must make Charisma checks for control of the new form, and the composite uses the mental abilities of the winner of that check.

After using this feature, the caster must complete a long rest before using it again.

Biomancy: Amalgamism Magic Image

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