biomancer 5e class

Poison Use: A biomancer often handles dangerous chemicals in his study. Alternatively, you may expend 5 microbe points to cure a willing creature of blindness or deafness. Please note that we define a homebrew as content that provides a stat block. He can spread out this healing over several uses. On a successful save, the target takes half as much damage and doesn't have to move away. Guillotine Strike | A Combat Maneuver For When You Really Revised Monk v1.1. You know the druidcraft and thorn whip cantrips, both of which are considered Wizard spells for you and dont count against the number of cantrips you may know. . Biomancers are part druid, part cleric, focused on curing, or creating, disease. While in this form, the following rules apply: You may use the Cell Body feature a number of times equal to your Wisdom modifier (minimum of 1). Biomancer's Desk. Starting at 11th level, your repertoire of academic knowledge makes you and indispensible asset. Perfect Health (Ex): At 3rd level a biomancer can fend of diseases of all kinds. It does not learn bonus tricks, instead its Int score becomes 3 + the number of bonus tricks normally listed for an animal companion. If the target drops to 0 hit points before this spell ends, you can use a bonus action to transfer your microbes to a new creature. Bars, Inns, and Taverns | The Goblin Coach. Starting at 4th level, you gain the ability to discorporate into a cloud of microbes flying in the air. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. Alignment: Any Lawful. Area effect spells still function as normal. Lastly, your experience with the magic of life has expanded your potential for knowing spells. You may expend any number of microbe points. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the biomancer spell list. I constantly work to prove myself a superior academic to my rival. In my setting, biomancy is the creation of creatures and the alteration of creatures through magic. I'm confused as to how this differs from other creatures I decant? To use unnatural empathy, the biomancer and the aberration must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. How long does it last? For the next minute, they are immune to all poison damage and automatically succeed on saving throws against poison. Is that how many I can have, or how many I can make? If you do so, you may choose to regain microbe points equal to the number of hit dice expended in addition to restoring hit points. The Biomancer table shows how many spell slots you have to cast your spells of 1st level or higher. Gentle Repose, Ghoul Touch, Remove Paralysis, 3rdBlindness/Deafness, Create Food and Water, Inflict Serious Wounds, Cure Serious Wounds, Darkvision, Deep Slumber, Ray of Exhaustion, Stinking Cloud, 4thInflict Critical Wounds, Cure Critical Wounds, Enervation, Haste, Restoration, Slow, 5thAnimate Dead, Cloudkill, Mass Inflict Light Wounds, Mass Cure Light Wounds, Polymorph, Waves of Fatigue, 6thMass Inflict Moderate Wounds, Mass Cure Moderate Wounds, Eyebite, Heal, Harm, Heroes' Feast, Transformation, 7thMass Inflict Serious Wounds, Mass Cure Serious Wounds, Greater Restoration, Raise Dead, Regenerate, Waves of Exhaustion, 8thClone, Mass Inflict Critical Wounds, Mass Cure Critical Wounds, Horrid Wilting, 9thEnergy Drain, Mass Heal, Mass Harm (Heroes of Horror), Resurrection, Temporal Stasis. Magic Resistance. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. At Higher Levels. If you do so, you may impose advantage or disadvantage on the next attack of a creature you can see. Re-skinned Healing Spirit. Additionally, you may spend four microbe points. The area inside the sphere is imbued with natural magic that alters the area as appropriate to the neighboring terrain. Please read the rules before posting. A biomancer who ceases to follow his sworn code of ethics can lose access to his spellcasting ability, test subject, and supernatural class abilities, and cannot gain levels until they atone for their crime using the appropriate spell. My research nearly killed me once, and I still haven't recovered. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. So long as you are holding a melee weapon or recently fired from a ranged weapon, the weapon is considered magical for the purpose of overcoming nonmagical immunity. This subclass has several unique abilities, with Starry Form only being one, which gives you access to casting abilities, healing spells, and attack mode while in combat. Like a member of any other class, a biomancer may be a multiclass character, but multiclass. Made using 'The Homebrewery' by NaturalCrit. Classes de 5e (cinqui me) et 4e (quatri me). In any case, a biomancer's presence often brings with it attention and curiosity of the guardians of nature. The creatures regain 1d10 hit points per half hour spent in the sphere. So the number of mutations is the only difference. You also double your proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Sample Encounter: A mad biomancer has finally developed a disease than would destroy all the evil goblins threatening the land. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). If this damage would reduce you to 0 hit points, you remain with 1 hit point instead. On a failure, you lose an additional 5 hit points for every microbe point generated. Whether this knowledge is to aid some species, eradicate them, or for knowledge's own sake; a biomancer yearns to understand the deeper secrets of the natural world. Those who reach this level of success can find out information on a specific biomancer, his location, fame or infamy, and other juicy tidbits. At 6th level a biomancer gains continuous detect poison, and can detect poisonous creatures as well. When you do so, you may choose one effect from the table below in addition to the effects of microbe touch. Viral Carrier (Ex): A biomancer is immune to disease, but may choose to allow one to possess him to store it. Rapid Recovery (Su): A biomancer knows how to manage their body. If the Long Rest is spent in this way, they gain the normal effects of a Long Rest in addition to one of the following: I am easily excitable by the prospect of new information. It speaks in a language of your choice that you comprehend. The magic of a biomancer is curious in form. This supplement includes 4 subclasses, 11 new spells, and 3 new backgrounds. To change poison types, a biomancer must spend 24 hours flushing the first venom from his body before consuming 3 more new doses. How many levels of exhaustion can I ignore or cure? I also know that micromanaging a tone of summons and friendly gribblies is a pain - I've tried to minimize it here, but I understand where this could be a turn-off for folks. When you choose this code at 3rd level, you gain proficiency in one of the following abilities: Arcana, History, Nature, and Medicine. On a success, you establish the creature as your aide and it gains the following features. Biomancers must follow a strict Code of Ethics. Preparing a new list of biomancer spells requires time spent in meditation and study at least 1 minute per spell level for each spell on your list. You are immune to being aged magically. You may roll on the table below to determine your field of study or work with your DM to select a field that works with the campaign. He can also enter cell form, a potent defense, acting as a living disease. Druidic Comforts. The attacker must roll with disadvantage against your cell body miss chance. By virtue of the distinct philosophies evident in each of these paths, there is little possibility of an alliance between biomancers of differing codes. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. Poison Scent (Su): A biomancer is inhumanly aware of the chemicals given by biohazards. Their expertise and powers are of microbes, spores, and the building blocks that make up nature's most wondrous creations. It does not divine exact hp amounts, nor any effects which have no physical impact, such as being dominated. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. You regain expended uses of this feature after completing a long rest. For 1 second? Your code of ethics is tied directly with the mission and goals of your character, so choose carefully. Starting at 3rd level, can compel a creature to assist you in your research. Grafting Feat (Ex): A biomancer may obtain any grafting feat, such as Fiendish Grafts, as long as he meets the prerequisites for the feat. Biomancer spells are oriented on the manipulation of the organic. The effect is the same of a Animal Growth. [C] = Concentration Spell, 1st-level enchantment. Also as they level they gain better exploration capabilities, topping even a Ranger. However, if subject to remove disease while carrying diseases, he takes 1d6 damage per disease, and loses one disease he currently carries. You regain all expended spell slots when you finish a long rest. Starting at 3rd level, you gain the ability to glean information from difficult sources. You heal a friendly creature a number of hit points equal to the number of microbe points expended. If you do so, the hit points that must be sacrificed is reduced by five for every microbe point spent. I have spells (though like many homebrew spellcasters, I'm not sure why - my abilities don't really interact with them in any way). The damage reduction stacks with any similar form of damage reduction the biomancer already possesses, but not the increase granted by cell form's DR 10. Experiment. The halfling girl standing before him disperses into a cloud of sickly green spores. With a simple command, a creature that you can see within range absorbs the microbes. Combat: A biomancer is a caster. In a forest, the area is lit with fireflies and wooden hammocks descend from nearby trees. If they do so, they immediately regain 2d10 hit points. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. [H] = Homebrew Spell[R] = Ritual Spell They improve in these aspects as they level up. When you expend a spell slot of 3rd-level or higher, you must sacrifice five hit points per level of the spell slot above 2nd to cast the spell. Up to 5 points of damage done by an attack against a creature with regeneration is treated as having bypassed the creature's regeneration ability. All allied creatures within the affected sphere are imbued with the natural magic used in the Biomancer's constant experimentation. Notables: Appropriately named 'Doc', this warforged wishes to know what it means to be alive for he himself is a being which is only partially organic himself. From 2nd level on, recovers his biomancer level on hit points per round. Tip 2: Embrace Your Flexibility. Each day after you have rested for 8 hours, you can spend 10 minutes to activate the ingredients to create a number of biohacks equal to 1 + your key ability score modifier. Abilities: Intelligence is paramount for the Biomancer, for they must understand what is going on with all the reactions they cannot see. All of the notes taken by a Biomancer may be found in this desk, even if taken on parchments or notebooks that were otherwise lost or destroyed (unless destroyed by magical means). False Life. It is rare for a biomancer to serve a deity. If you fail the save, you take half damage. Class Skills (6 + Int modifier per level, 4 at 1st level) If so, you need to specify that I select two creatures to start out with. Additionally, biomancers of this code are active practicioners of darker, destructive forces that annihilate the obstacles interfering with their goals. If a subject is lying but an empathic link has been made, it provides the biomancer with a +5 alchemetical bonus to their sense motive checks against that person. Flavor text, Stories, Images and/or Maps alone are not homebrew! I generally prefer the comforts and isolation of my study/lab. I haven't seen any other homebrews for it so I figured that I would give it a try. Taken a second time and if the biomancer is at least level 15, they gain the ability to recreate the effect of regenerate for 10 points. Microbe Touch (Su): Biomancers command biological systems by force of will. Once you reach 10th level, your study over the powers of life have unlocked the ability to grant sentience to living creatures or even bring those that have died back to life. At 2nd level, you gain enough control over your physical being that you can partition a reservoir of microbes within your body. You learn additional biomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table. Please state the nature of the medical emergency. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Why are the creatures Tiny if that doesn't, in any way, alter their stats? Wreathed in flame and fury, a human man stands surrounded. While in Cell Body, you may occupy the same space as up to two allies within ten feet of each other. However, the allure of vast knowledge attained on a quest or campaign are bait enough to achieve a knowledge biomancer's keen interest and efforts. 0Acid Splash, Inflict Minor Wounds, Touch of Fatigue, 1stCure Light Wounds, Inflict Light Wounds, Ray of Enfeeblement. Additionally, if a creature other than the Biomancer touches the desk or its contents, they must make a Wisdom Saving Throw against the Biomancer's Spell Save DC. Poison Blood (Ex): The blood of a biomancer has become soaked with toxins. As a bonus action on your turn, you can move the entity 30 feet to a space you can see. At 9th level a biomancer can pass into and transmit through bodies of water as if it were air, literally infecting it. When you do so, gain advantage on all Medicine, Nature, Arcana, and Investigation checks related to the disease. Buildings or other structures not within the sphere are excluded from the effects. If not, then why do I make mutations permanent? Though I am gifted in knowledge, I do not quite understand social norms. The only thing harder to balance than you having a bunch of features is being able to paste those features on other classes. Only very evil biomancers choose this ability. You gain advantage on all perception checks, your passive perception raises to 20, and you cannot be surprised. The target has disadvantage on ability checks made with the chosen ability. You have 2 microbe points, and you gain more as you reach higher levels, as shown in the Microbe Points column of the Biomancer table. Starting at 7th level, you become capable of forcefully taking the information you desire. You may choose if this pool heals or harms. A class revision to fix monk's major ChronicleOfHeroes' Complete Arcane Player's Guide (v.1.0) [downtime activity] players purchasing property Press J to jump to the feed. He may also spread to another person by touch without becoming visible again, at the same saving throw. When the test subject dies, you absorb the microbes of its form. However, you may retain concentration on any spell already cast. Calling upon the connection between your life and the primal forces of nature, you can cast spells that manipulate the form of the organic. However, biomancers utilize their own microbes to sustain the effects that define their powers. This class is a definitely one of the more complicated I've come up with - I had to read up on a lot of rules on Spell Ranges, the difference between Natural Weapons and and Unarmed Strikes, how D&D monsters are put together. Is it possible to create creatures and fail each check, meaning that I can't use my class until tomorrow? As an action, you may spend two or more microbe points. What happens after the charm wears off? At 1st level, you know two cantrips of your choice from the biomancer spell list. Bonus Feats: The epic Biomancer gains a bonus feat (selected from the list of epic Biomancer bonus feats) every four levels after 20th. Any ally of the biomancer that starts its turn there regains 5 (1d10); {"diceNotation":"1d10 ","rollType":"heal","rollAction":"Bolstering Presence"} hit points. At later levels, your cell body feature improves as follows. All of the following are class features of the Biomancer. While in this form, you may expend five microbe points as an action. You lose the ability to speak, cannot cast spells, and cannot apply force to any surface or object. This sort of feature is usually once/rest, or a capstone. Biomancers are beings that operate on biological extremes. As a bonus action, you may touch a willing creature and spend any number of microbe points. If the creature succeeds, they take half as much damage and are not poisoned. Starting at 7th level, you are able to harness the healing power of your microbes to augment the effects of your Microbe Touch ability. To cast one of these biomancer spells, you must expend a slot of the spell's level or higher. Aura of Decay (Ex): The biomancer gains an aura which weakens the immune system. Additionally the biomancer gains damage reduction 5 to either silver, adamantine, or cold iron (the biomancer's choice), and his cell form's damage reduction also becomes damage reduction of the appropriate type instead of DR/magic. Alternatively he may figure out the number of HD a creature possesses. He becomes immune to all forms of poison. Inhibitor (Ex): Biomancers who take this ability are adapt at getting past creatures with powerful regeneration.

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