biomancer 5e class

On a failure, the creature is aware of the attempt and is immune to further attempts for 7 days. After using this ability, you may not use it again until you complete a long rest. You are immune to being aged magically. He can spread out this healing over several uses. Biomancers make for fine doctors, more focused on health even beyond a cleric or druid. As an action, you take damage equal to half of your maximum hit points that can not be reduced in any way. When the familiar would die, you may immediately expend three microbe points to stabilize the creature. He may force a concentration check for enemy spellcasters to cast spells, with a DC equal to his infection DC. You also gain proficiency with the Alchemists Supplies, the Herbalism Kit and the Poisoners Kit. Heeding the call of nature's unending evolution, biomancers are masters of manipulating the organic. Biomancers fit both the role of cleric and druid. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. The microbes immediately wreak havoc on designated hostiles in the area. Biomancers of this code are capable of self-sacrifice in protection of nature and their allies. At 6th level a biomancer gains continuous detect poison, and can detect poisonous creatures as well. In one, a disease that has plagued the village for months. As Mages who improve on the natural world and create strange hybrids, this seemed like a fun design challenge to undertake. His fly speed in this state also rises from 20 ft. (perfect) to 30 ft. (perfect). 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. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have. After a bout of combat or an arduous task, a biomancer is likely to consume a quantity food that would otherwise seem unrealistic for a creature of their size. Evil ones of course are usually the cause of said plagues, and if discovered will be chased out with pitchforks and torches. If you are attacked by a creature within 50ft of you, you may expend 5 microbe points. $3.50. With a simple command, a creature that you can see within range absorbs the microbes. A biomancer keeps a spellbook of spells known, learning all 0th level spells and 3 + Int first level spells on creation. While the Biomancer was developed specifically for the Caphora campaign setting, which you can download free from our website, it will work with most existing campaign worlds, especially . 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. At Higher Levels. If not, then why do I make mutations permanent? They may cure themselves a number of hit points equal to their class level x 2 a day. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. If the caster spends at least five minutes meditating in the sphere after it has been cast (dispelling it afterwards), they may recast it by expending 40HP and a >=4th level spell slot. Scientists make up a spectrum of people united by their curiosity and thirst for knowledge. His miss chance rises to 50% (and does not stack with spells like blur or displacement). Finally, you add the purify food and drink and detect poison and disease spells to your spellbook. Starting at 6th level, your body has become accustomed to poisons and diseases and you have built up biological countermeasures to each. Bars, Inns, and Taverns | The Goblin Coach. However, a tribe that prioritizes the protection of nature from corrupting forces will likely welcome (or begrudgingly accept) the presence of a biomancer. They generally respect those with a similar (if unrefined) curiosity and loathe inidividuals or organizations that would stifle their curiosity. Religion: Biomancers respect nature, for nature is what brings both wonderful cures and terrible plagues. Attacks made against you have the same chance to miss you as they would if you were in Cell Body. Tool Proficency On a failure, the creature immediately takes its turn to attack a creature of your choice. 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. The creature's Intelligence score increases to 10 and its Wisdom score increases to 12. [H] = Homebrew Spell[R] = Ritual Spell Starting at 7th level, you are able to harness the healing power of your microbes to augment the effects of your Microbe Touch ability. The biomancer suffers no ill effects from the disease except for purely cosmetic ones, such as sores, pockmarked skins, or other symptoms of infection. 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. Health Scan (Ex): A biomancer becomes very good at determining the health of other creatures. A biomancer, being a caster and lacking wild shape, cannot stand in melee, but he is very hardy thanks to his line of work and can endure more blows than the average spellcaster. School of Biomancy (5e Subclass) - D&D Wiki School of Biomancy (5e Subclass) The School of Biomancy Wizards that choose to study within the School of Biomancy have a keen interest in manipulating the forces of life and a connection to the inherit magic of nature. Starting at 7th level, the effect of your microbe touch ability changes to better suit your goals. An atonement spell, or a new oath requiring 200 XP per character level, is required to re-acquire one's powers. If the creature fails, it takes poison damage equal to the spent microbe points multiplied by your Wisdom modifier (minimum of 1) and is considered poisoned. 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. At 15th level, his fly speed rises again, this time to 40 ft. (perfect), and he gains the special ability to infect the bodies of others. You gain the general condition of the creature, if it is alive, wounded, dead, or under some biological status, as well as any conditions it is under, such as diseased or poisoned. Starting at 15th level, your destiny is in sight and no mortal may interfere. Test Subjects follow the progress and abilities of a druid's animal companion exactly, with the following changes. As an action, you may make a contested Wisdom ability check against the creature's Wisdom. Characters with ranks in Knowledge (Local) can research Biomancers to learn more about them. Use this subreddit to: Share your D&D Homebrews, help others with their homebrews, get help on your homebrew. If you cast a spell in this way, the spell does not consume a spell slot and functions as normal. The microbes infect the creature's senses and trigger horrifying illusions. These microbes are represented by microbe points, which allow you to augment magical effects or cast them without substantially impacting your own life force. Second, choose the scientist background. 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. If the result is a 4 or less, the attack misses. Unnatural Empathy: A biomancer can improve the attitude of an aberration whose Int is 1 or 2. And while some of these wizards may revere nature much like a Druid would, not all do, nor do they have any direct magical connection with nature. Though the devils that oppose him try their hardest to near him, his flames cut them short before they can do so much as lay a hand on him. If they do so, they immediately regain 2d10 hit points. Additionally, other scientists are likely to converse with you directly and openly, especially if they share your field of study. Les meilleures offres pour Exercices latins. They rely on spells and knowledge, and when the going gets tough, on both their personal augmentations and the assistance of their test subject, a sort of animal companion, to defend themselves. He did a quick conversion from 3.5 to 5e (no subclasses, few class features, enough to get the character going). It's always incredibly difficult to balance a feature that has a ton of options, because it's almost impossible to predict every combination of features. You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. The biomancer has advantage on saving throws against spells and other magical effects. I can consume some POWERFUL creatures. CR is NOT analogous to hit die. Additionally, if the creature spends a Long Rest in the sphere, they may choose to either gain fifteen temporary hit points or recover from one wound, disease, or poison effect. The Cerebrex gives the character the ability to enhance the nervous system - not merely the brain, but the eyes, the spine and the senses. What does the creature do then? Cell Form (Su): At 5th level, a biomancer unlocks the secrets of single celled lifeforms and can discorporate into a cloud of microbes floating in the air. All empathy extends to 100 ft. There are a LOT of these. The powers of a biomancer are that to inflict poison, disease, or to remedy the effects caused by them. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1). So I have mutations I can apply to my creatures. The effect is the same of a Animal Growth. So are the cytoplasts an arcane focus, or are they consumed when I cast a spell? Stem Cell Reservoir. I have become spiteful at those who do not share my intelligence. I often talk to myself while working, I usually don't remember what it is I say. Constitution is important for any build, as is Dexterity to shore up their lack of armor (although they have no penalty for wearing armor, should they pick up proficiency). The Scientific Method All allies within 30 ft. gain a +5 bonus on saves against disease and poison. Advancement: Druidic classes provide a more nature attuned feel, while classes dedicated to knowledge focus on the wizardly aspects. As an action, you may spend two or more microbe points. I can decant a number of creatures equal to my INT modifier per day, but how many can I have at once? Int modifier per day, but how many can I have mutations I can apply to my.! Is in sight and no mortal may interfere speed in this way, the effect is the of! Allies within 30 ft. ( perfect ) thirst for knowledge to 30 ft. ( perfect ) to ft.... Druid 's animal companion exactly, with a simple command, a creature within 50ft of you you! 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biomancer 5e class
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