Base Class: Wizard
The Biomancer learns how to harness magic to stitch wounds close and purge the body of toxins, and in some cases utilize their knowledge of the body to damage cells and cause pain to an enemy. Whether your Biomancer is more of a doctor or a magical manipulator of flesh is up to you, but the key is that rather than utilizing divine magic granted by a god the Biomancer harnesses arcane knowledge of the body to heal their allies.
Biomancer spells
Starting at 2nd level you learn additional spells when you reach certain levels in this class, as shown on the Biomancer Spells table. Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. You can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.
Biomancer Spells
Class Level Spells
2nd Cure wounds, Inflict wounds
3rd Aid, Hold person
5th speak with dead, Revivify
7th Deathward, Blight
9th Mass cure wounds, Contagion
Rip and Sew
Starting at 2nd level, with a precise amount of evocation magic a Biomancer can repair and unmake the cells within a body. Utilizing somatic hand signs a Biomancer can sew wounds and rip open flesh. Using their bonus action and a spell slot of 1st - 5th lvl a Biomancer can heal an ally within 30 feet of them for 2D6 per level of spell slot used, or a Biomancer can attempt to harm an enemy within 30 feet, the target must succeed on a constitution saving throw, using your spell save DC or take 2D6 necrotic damage per level of spell slot used. While this bonus action utilizes spell slots as a resource it does not count as casting a spell. Finally, this ability has no effect on creatures that lack flesh like constructs and elementals.
Precise Treatment
At 6th level your enhanced studies gives you the ability to influence the body with healing magic to purge negative conditions, you can add your intelligence modifier to medicine checks.
Additionally, when you expend spell slots to heal one or more allies you can attempt to remove one of the listed conditions as part of the same action by succeeding on a medicine check of the corresponding DC per ally healed, Blinded/DC 12, Deafened/DC 12, Paralyzed/DC 18, Poisoned/DC 14, Stunned/DC 16.
Intensive Care
Beginning at 10th level you gain the ability to channel healing magic to aid an ally during their rest.
After spending an hour with an ally over the course of a short rest you can cause one of the following effects, You aid their recovery granting them the max value on hit die spent to regain hit points during this rest, you remove 1 disease affecting them, or you can correct any magical aging that they have been effected by.
This ability resets on a long rest.
Improved Rip and Sew
At 14th level your mastery of the body has improved your capabilities, when using the rip and sew feature granted at second level you can now add your intelligence modifier to the damage or healing. Additionally, when you use the rip option the target now takes half damage on a successful save rather then no damage. Finally, you gain one use the rip and sew feature that is the strength of a 5th lvl spell slot, the use of this feature does not use any of your spell slots. This free 5th lvl use of Rip and Sew recharges on a long rest.
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