Wizard
Base Class: Wizard

"Before you seek out the meaning of life, you should first learn how it works."

-Ad'tad, Supreme Biomancy Archivist

 

Studying the inner workings and mechanisms of life, biomancers devote their time on solving the mysteries of this enigma. Whether it's conducting an autopsy, curing diseases, or even finding the best place to strike a dragon, a student of biomancy is most essential in scenarios like these. Although some wizards in this field tend to stay inside their laboratories or archives, it is safe to say every biomancer has to get out in the field at some point. Some even prefer the outdoors, experiencing living beings and how they work with their own eyes. Make no mistake, wizards of the school of biomancy don't use magic only to further their research - they use magic to fulfill it.

Wizards under this arcane tradition do not use life as a source of their power. Rather, they use power they themselves have acquired to manipulate and alter certain aspects of it. Though some biomancers use their knowledge for their experimentation and research, others prove their abilities useful in other situations. Biomancy in combat is a rare sight to see, but when executed correctly, it can mean hell for anyone on the other side.

When playing the School of Biomancy, you manipulate life magic at your arcane will, protecting your allies, putting them back in the fight, and at some point, even unraveling a spiral of cells and genetic information to get rid of your enemies. Death is the worst case scenario. Growth is your only concern, and protection is what you need if you're going to get that far.

Biomancy Savant

"Sticks and stones may break my bones. That's why I know how to fix them."

-Frigg, Ventellian Scholar

 

At 2nd level, as part of a short or long rest, you may engrave in your spellbook a number of biomagical glyphs equal to your intelligence modifier. You may only do this once a day. Whenever you use a spell slot to cast a spell, you may expend one of your glyphs to implant magic life into you or a creature you can see within 30 feet of you, giving them 1d4 of temporary hit points that last for 8 hours. Once a glyph is expended, it vanishes from the spellbook it was engraved in without leaving a trace.

The temporary hit points gained by a glyph can increase by 1d4 depending on the level of the spell slot used. (2nd level = 2d4, 3rd level = 3d4, 4th level = 4d4, ... )

If a creature being targeted by this feature has 0 hit points, instead of it gaining temporary hit points, it gains normal hit points.

If a creature targeted by this feature is undead, it becomes a normal, living creature until its temporary hit points are lost.

Biomagical Vitality

"How are you still standing? The only thing standing between you and my blade was your stupid cloak!"

-Helkid, Very Professional Mercenary

 

Magical vitality begins to surge throughout your body and senses. At 2nd level, whenever an attempt to attack you is made, you may use your reaction to add your intelligence modifier to your armor class. If the attack hits, you gain resistance to the damage. Once you use this feature, you cannot use it again until you finish either a short or long rest.

Once you reach 6th level, you may gain another use of this feature. Same goes for 10th and 14th level. (2nd level = 1 use, 6th level = 2 uses, 10th level = 3 uses, 14th level = 4 uses)

Living Magic

"There was a flash of bluish-green magic coming from my wizardy friend over there, and then, bam, my other friends and I felt, like, this surge of energy coming out of our chests, and yeah, that was how we absolutely massacred all those undead guys. Yeah, I'm probably buying drinks for everyone in this tavern just because of the sheer awesomeness of that thing that just happened when we were killing undead people. No, I'm not drunk."

-Premmi, Ranger of the Horizon

 

At 6th level, your life energy begins to revolve around your arcane powers. As an action, you may use this feature to:

  • Heal a creature you can see within 30 feet of you for 1d10 hit points. Any excess healing will be made as temporary hit points that last for an hour.
  • Heal yourself for 1d10 hit points. Any excess healing may be transferred to any number of creatures you can see within 30 feet of you.
  • A creature you can see within 30 feet of you must make a constitution saving throw against your spell DC. On failure, you siphon the life energy of the creature, dealing 1d10 necrotic damage. On success, the creature only takes half the damage. Once the damage is dealt, you gain that many temporary hit points that last for an hour. You may transfer any of these temporary hit points to any other creature you can see within 30 feet of you.
  • Turn all temporary hit points of you and/or any number of creatures you can see within 30 feet of you into normal hit points. Any excess hit points will be turned back into temporary hit points that last for an hour.

Arcane Unraveling

"Next time I hear your stupid whispers, I'm dismembering your legs and taking your lute."

-Wrinn, Biomancy Adept

 

Starting at 10th level, your knowledge of the arcane has gained the ability to manipulate life however you see fit. Whenever you successfully land an attack or use a spell to damage a creature, you may have that creature make a constitution saving throw against your spell save DC. On failure, the creature's life energy begins to unravel and disintegrate, leaving the target with an effect of your choice:

  • Blindness, deafness, and numbness
  • Reduction of movement speed by 20 feet
  • Rolls with disadvantage for each attack roll, ability check, and saving throw
  • Loss of resistance and immunity
  • Cannot speak or make any sounds with their mouth (if it has one)
  • Reduction of armor class by your intelligence modifier
  • Reduction of maximum hit points by your intelligence modifier

The effect lasts for an hour, but you may have the effect stop early. After you use this feature, if the creature failed their saving throw, you cannot use this feature again until you finish a short or long rest. If the creature succeeded their saving throw, you cannot use this feature until you finish a rest or use an action to replenish your life energy and gain another use of this feature.

You gain an extra use of this feature when you reach the 14th level.

Essence of the Living

"I honestly thought you were going to last longer than that. But, oh well... Thieves will be thieves."

-Unger, Heart of Phalice

 

The very essence of life magic now shows itself to you, giving you greater control of your arcane powers. At 14th level, you may choose any number of creatures you can see within 30 feet of you to make a constitution saving throw. On failure, the creature/s take 1d10 necrotic damage and have their speed reduced by 20 feet. On success, they take 1d8 necrotic damage and have their speed reduced by 15 feet. You gain that many temporary hit points that last for an hour. You may transfer any of these temporary hit points to a creature you can see within 30 feet of you. You may also turn the transferred temporary hit points into normal hit points.

You may use this feature a number of times equal to 2 + your intelligence modifier before requiring a long rest. You also have the option of using this feature when you've expended all your uses. When you do this, you must make an intelligence saving throw against your own spell save DC. On failure, you take 2d12 psychic damage. On success, you take 2d6 psychic damage.

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