Biomancer

Wielder of life. Sculptor of flesh. Mender of wounds and grower of limbs. You are a devotee to a singular magic, that of life. Through your powers you may accomplish great things. You may let the crippled walk, and allow the blind to see, but beyond that, there is more. There are those who use the art to grow companions beyond any natural size, stories of cats the size of horses, falcons large enough to take lambs as prey. And beyond that there are those who stray beyond the natural, melding the organs of some animals onto the bodies of others. Granting nightvision to normal men, forming claws, growing venom glands, and more. Beyond this there are tales of the greatest. Those who have sculpted of naught but power (and perhaps some extra flesh) creatures who have never before walked the surface of this plane.

Note: This is still a somewhat WiP class though deemed acceptable for play(-testing). Any suggestions for balancing or features are welcome, as well as ideas to help diversify spell lists.

Hit Points

Hit Dice: 1d8 per Biomancer Level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Biomancer level after 1st

Proficiencies

Armor: Light
Weapons: Simple, Blowgun
Saving Throws: Wisdom, Constitution
Skills: Three from Slight of Hand, Investigation, Nature, Animal Handling, Insight, Survival, Perception, Medecine.

Equipment

You start with the following equipment:

  • (a) a Quarterstaff, (b) 2 Daggers, or (c) a blowgun with 100 needles
  • (a) a Scholar’s Pack or (b) an Explorer’s Pack
The Biomancer
Level Proficiency Bonus Features Energy Dice
1st +2 Biomancy 1
2nd +2 Alternate Energy Sources (I) 3
3rd +2 Major School 4
4th +2 Ability Score Improvement 6
5th +3 Minor School 8
6th +3 Alternate Energy Sources (II) 10
7th +3 School Improvement 11
8th +3 Ability Score Improvement, Minor School 12


Level Proficiency Bonus Features Energy Dice
9th +4 Minor School 14
10th +4 Alternate Energy Sources (III) 15
11th +4 School Improvement 16
12th +4 Ability Score Improvement, Minor School (II) 17
13th +5 School Improvement 18
14th +5 Minor School (II) 20
15th +5 Minor School (II) 22
16th +5 Ability Score Improvement, Minor School (III) 23
17th +6 School Improvement 24
18th +6 Minor School (III) 26
19th +6 Minor School (III) 28
20th +6 Mastery of School 29

Biomancy

Your unique and masterful art, it is the shaping and mending of life.

Energy

Unlike the magic of certain other magic users yours is not quite so free. It must be fueled with life, and for now, that life is your life.

You may hold an amount of Biomagical energy based on the "Energy Dice" listed on the class table. If you both harvest and use energy in the same turn you may temporarily exceed this maximum to accomplish the task.

If you ever end your turn with more than your max of dice in your energy pool choose dice in excess of your max to disperse. this manifests in a soft glow of green light licking off your skin.

Harvesting Energy

As a bonus action you may burn any amount of available hit dice (removing them from your pool). Roll them and loose that much hp (dropping you to a minimum of 1, you may not burn additional hit dice at 1 hp) then add those dice to your Energy Pool.

Woundstitching

The crux of biomancy, the mending of wounds. As of now there is little you can do, generate blood, scab over small wounds, heal bruises, but its enough to make a world of difference to a dying creature.

As an action you may burn any amount of dice from your energy pool. Roll them and heal a creature you are touching (including yourself) for the total plus your wis mod per die rolled.

Fleshsculpting

The slightly odder aspect of biomancy in which any biomancer can meddle. It is the art of sculpting flesh in unnatural ways, typically to enhance muscles which are already there.

As an action you may burn any amount of dice from your energy pool. Roll them and total them then add your wisdom modifier (once). You may then use them to grant a temporary physical stat boost to a willing creature you are touching, or a non-willing creature that is non-sentient (int <=3, unawakened, NPC) and that fails a wisdom save (DC 6+prof+wis mod).

You may then grant stat boosts to physical stats at a cost of energy as follows:

+1 = 6 Energy

+2 = 14 Energy

+3 = 24 Energy

and so on (increasing steps by 2). These boosts last until the targetted creature takes a long rest, and 1 stat boost of their choice decays by 1 each short rest. This can increase stats up to a max of 22 or 1 step, whichever is greater.

Alternate Energy Sources

As you may have noticed this constant drain on your stamina could be rather... well, draining. That's why you've begun research into other potential sources of energy.

I - Willing Creatures

Starting at 2nd level, as part of your bonus action to harvest energy from yourself (or as a distinct bonus action) you may harvest energy a single willing creature. This is done in the same way as energy is harvested from yourself. You burn an amount of that creatures hit dice specified by that creature (default 1 by nonsentients) and apply damage with the same restrictions as if you were taking from yourself with the exception that you can take 2 additional health dice at 1hp, killing the participant if willing. If the participant dies in the process you are not restricted by their available health dice.

II - Nonsentient Creatures

Starting at 6th level, as an action you may force a non-sentient (NPC, Int<=3, unawakened) creature to make a wisdom save (6+prof+wis mod). On a failed save you burn 1 of that creatures hit dice, and deal damage. This may kill, and yields an extra hit die if it does.

III - Plantlife

Starting at 10th level, as an action you may draw in energy from plant life around you, killing a 5'x5' area of lush grass, 10'x10' area of sparse grass, or a plant of size small to gain a "d1" in your energy pool, a plant of medium to gain a "d2" in your energy pool (or simply partially drain the plant gaining a "d1"), or a plant of size large to gain a "d3" in your energy pool (or drain a "d1").

Note: Awakened plant-life may count as a nonsentient creature rather than sentient or plantlife.

Ability Score Increase

At levels 4, 8, 12, 16, and 18 you get an ability score increase. Increase 1 stat by 2, 2 stats by 1, or gain a feat. Stats cannot go past 20 using this feature.



School of Biomancy

Your main school of biomancy is your specialization as a biomancer, but it is by no means all that you can do. It is your main study, but you will also put some research into the other schools as you progress. This first school is one of the 4 main schools of biomancy, that of fleshsculpting (augmentation), woundstitching (healing), Willbending (manipulation of a creature's actions), or Powercrafting (evocation).

Minor School

Whenever you research a minor school you increase your level in a school other than your main school by 1 to a maximum of the rank specified.

School of Fleshsculpting

Focus on augmentation and combination of existing organisms. leads to custom augments to include greater potency and longevity as well as creature shaping.

I - Tissue Hardening

You learn basic ways to manipulate and harden flesh. Whenever you burn energy dice to fleshsculpt you gain 2 additional options:

You may grow natural weapons onto a willing creature. For 10 energy you may grant a chosen creature natural weapons with the following stats: 1d4 piercing/bludgeoning/slashing damage, finesse. They count as unarmed strikes. If a creature already has natural weapons or a die for unarmed strikes this increases the step by 1. This lasts until the creature takes a long rest.

You may harden the skin of a willing creature, giving it natural armor. the bonus is at the same rate as stat boosts and caps at +3 (13+Dex). This lasts until the creature takes a long rest.

II - Nerval Tissue

Further research into the nature of the brain reveals to you how to enhance a creature's mental attributes. You may now increase mental stats in the same way as you can increase physical stats while fleshsculpting.

III - Greater Fleshsculpting

You achieve a greater control over fleshsculpting. stat bonusses now cap at 24 or 2 steps, whichever is greater.

Additionally, you may now create more effective natural weapons, for 24 energy yielding a d6 or 2 steps instead of a d4.

Finally your capabilities with carapace have improved, allowing for a cap of 15+Dex natural armor.

IV - Creature Combination

You may spend 10 minutes melding an organ from 1 creature into another. Either or both creatures may make DC (wis mod+prof) will saves to prevent the process. The source creature may be no higher than CR 5, the host creature is not limited. Treating CR 0 creatures as 0.1 the energy cost is 20+(4(creature CR creature CR)).

Mastery - Shaping

You may spend 1 hour to create a creature loyal to you. It may be up to CR 4 (lowest is CR 0, but it is considered .1), and you may have shaped creatures up to a cumulative CR of 12. The DC is equal to (10+(the CR (min 1)*4)). Energy cost is equal to (the CR (min .1)*40). Additionally you must provide flesh to create the creature. If you do not provide organic matter you must provide an additional amount of energy based on the creature's size. 2^(size classification, fine being -1)*10.

You may additionally spend 10 minutes to create a single organ. This organ can be a variety of things, same size costs as shaping creatures. The DC and additional energy cost depends on the complexity (function) of the organ.
Some examples include:

  • Tier 1 - 15 energy - DC 15
    • d4 natural weapons
    • 30' darkvision
    • 5' blindsight
  • Tier 2 - 45 energy - DC 20
    • d6 natural weapons
    • 60' darkvision
    • 15' blindsight
  • Tier 3 - 110 energy - DC 25
    • d12 or 2d6 natural weapons
    • 120' darkvision
    • 30' blindsight
  • Tier 4 - 180 energy - DC 30
    • 2d8 natural weapons
    • 300' darkvision
    • 90' blindsight
    • 10' truesight/witchsight

This is not an all-inclusive list. Discuss ideas with your DM and they may then categorize it into a tier.

This also allows for the creation of bioshaped bodies, effectively aspell able to be cast upon shaped bodies to prevent decay.

School of Willbending

Focus on the manipulation of others' wills. leads to greater influence of sentients, greater control of influence, and ranged influence.

I - Willbending

Action

Burn energy dice until you have 15 energy to expend (wis mod added once). Target non-sentient creature you are touching. It makes a will save (DC 8+prof+wis mod) on a failed save you influence the creature. At dm disgression this can include pacifying a hostile creature, making a neutral creature friendly, or issuing a simple command such as with the Command spell. Your chosen effect lasts for up to 1 minute, additional saves available to target creature each turn if it notices your touch.

II - Will Seeds

1 Minute

Burn energy dice until you have 15 energy to expend (wis mod added once). You imbue a food (traditionally seeds for small animals) with a general willbending. The spell lasts for 24 hours. Any saves for eating this are at disadvantage unless the creature had suspicions that the food was tampered with.

You may burn additional energy to increase its duration, 10/day.

III - Augmented Willbending

When performing a willbending you may now burn additional energy to increase the save DC of the spell.

Cost Bonus
10 +1
25 +2
45 +3

You also gain the ability to create more complex willbendings. For 60 energy you may force target creature to make a will save (DC 6+prof+wis mod). On a failed save you specify precisely how the creature will perform its next turn including speaking, movement, actions, reactions, bonus actions, etc. Should any of these actions become invalid and there is no conditional provided the creature may influence its action slightly, though still within the bounds of your instruction.

IV - Mental Bond

You gain access to the ability to forge a mental bond with target friendly creature. You may experience its senses instead of your own at any time, requiring the creature to make a DC (6+wis mod+prof) will save if it wishes to prevent you from doing so. Additionally you may gain control of the creature if willing or on a failed DC(wis mod+prof-2) will save. while controlling the creature you use the creatures stats, but retain all of your mental attributes (memories, mental stats, etc). You gain the ability to use biomancy through the creature with a cap of 1 energy die, and you retain any of its physical proficiencies and gain half-prof in any physical proficiencies you normally have, replacing mental proficiencies with your own. The creature remains conscious, and may make additional will saves once per round if it wishes.

Mastery - Control

Your ability with mental bonds strengthens. Save DCs for senses increase to (8+wis mod+prof), save DCs for control increase to (2+wis mod+prof). You gain the ability to draw upon the mind of the host, physical stats remain the same, however you retain all proficincies of both yourself and the host, and keep the higher of each mental stat.

Additionally, you may take inactive control of creatures. Non-hostile non-sentients requiring merely to fail a DC (2+wis mod+prof) will save to attain control until you perform a long rest. Counting CR 0 as .1 you may control up to CR 4 of creatures through this method at once. If you are a Disciple of Everpresence you may use 1 point of your biomantic subconscious to increase this cap by 1. Until this control is broken you may give general instruction to the creature, have general control over its emotions, and can feel if it suffers grievous injury or dies.

Half energy cost of a mental bond? slight confusion here... whatever. Also need to figure out cap on mental bonds available.

School of Woundstitching

Focus on the mending of flesh how it is meant to be. leads to growth as well as greater/more efficient healing capability. This is the most common NPC path.

I - Bloodgen

You've become practiced in the generation of blood, skin, and other simple tissues needed to repair basic wounds. As a bonus action you may burn up to 2 energy dice in order to heal a creature you are touching for an amount of health equal to the shown total plus (your wisdom modifier) * (the amount of dice rolled).

II - Purification

At an energy cost of 2*save DC you may cure a target creature of a natural poison or disease. At an energy cost of 3*save DC you may cure them of a magical poison or disease (to include various debuffs deemed appropriate by DM).

III - Regrowth & Rejuvination

At an energy cost of 6*(target creature's hit die face amount) you may spend an hour to regrow a severred limb.

At an energy cost of 1/4 of target creature's hit dice (max roll) you may spend 1 minute to remove a level of exhaustion.

IV - Overgrowth

Target creature you are touching. Expend energy based on its size. It gains the effects of Shrink/Enlarge until it performs a long rest. This can stack (additional stacks giving +3 to str mod). (stacks greater than 1 incur levels of exhaustion after the long rest (max 5))

Size Cost Size Cost
Fine 1 Medium 64
Diminutive 4 Large 128
Tiny 16 Huge 256
Small 32 Gargantuan 512

Mastery - Organic Replication

You have achieved innate knowledge of the workings of anatomical structure. Whenever you take a Woundstitching action you may target an additional creature. You additionally gain 2 new abilities:
Action

Target creature and burn energy as if you were to heal them. Specify a duration of time (in rounds). for duration the creature is healed each round for (base healing)/(rounds*2). Action

Burn energy as if you were to heal a creature. Select a radius and duration in turns. You create an aura around yourself, friendly and creatures within the aura have their bodies instructed in how to reconstruct themselves, healing them for the noted healing proportion at the start of each of your turns for duration

Radius Cost
5' (base healing)/(rounds*9)
10' (base healing)/(rounds*25)
15' (base healing)/(rounds*49)

School of Powercrafting

Focus on the wielding of raw power. extraordinarily expensive, leads to ranged biomancy and forced biomancy.

I - Energy Incarnation

You've learned to make your energy more tangible. Whenever you disperse energy (this could be excess energy dice burning, excess energy after performing a procedure, or voluntary for whatever reason) a more substantial glow envelopes you. For good characters this glow is golden or green, or neutral green, and for evil red. For chaotic characters it appears in energetic flames, for neutral as a wavering aura, and for lawful as a steady glow. You trigger one of the following effects based on the amount of energy dispersed:

  • Your aura persists for an amount of rounds equivilant to the energy dispersed

  • You absorb the aura into yourself, it appears as if it flows out then is pulled back into you, and grants you temp hp equal to the amount of energy dispersed/5

  • You create an "Auric Burst", spending dispersed energy to manage the following effects.

    • (Chaotic) Select "Friendly" (subspecification of "self" or "others") or "Hostile", then spend energy to determine how many creatures it will affect. 6 for 1, 14 for 2, etc. (The DM will then determine that number of random creatures within 15' of you meeting reqs and target them) Tongues of flame strike the targetted creatures, lashing out from your aura.

    • (Neutral) Select 1 creature within 10 feet and expend 20 of the dispersing energy. That creature will recieve the base effect, and all creatures within a 5 foot radius will recieve half effect. your aura dissipates in a burst, shining briefly upon the targetted creature.

  • Auric Burst Cont.

    • (Lawful) You target both friendly and hostile creatures, to include yourself. Expend 14, 66, or 150 energy for a 5, 10, or 15 foot radius. Creatures within that radius (including yourself) are targetted for half the base effect. Your aura dissipates in a wave expanding outwards from yourself to the specified distance.

    • (Good) Targetted friendly creatures regain health equal to the remaining energy/5. Targetted Hostile creatures take damage equal to the remaining energy/10.

    • (Neutral) Targetted friendly creatures regain health equal to the remaining energy/7 and Targetted Hostile creatures take damage equal to the remaining energy/7.

    • (Evil) Targetted hostile creatures take damage equal to the remaining energy/5. Targetted friendly creatures regain health equal to the remaining energy/10.

II - Auric Evocation

When performing a biomantic action you may use this feature instead of the base range of touch (or whatever that range may be). Select one of the following options and burn energy dice to meet cost (plus wis mod once) prior to creating the spell, the spell now has that range instead of touch.

  • Simple Bolt - Energy Cost: 15 - (20/60) you make a DC 15 ranged weapon attack (with prof). On a success the spell strikes its target. The target would then make saves as normal if pertinent.
  • Simple Ray - Energy Cost: 25 - (20/80) you make a DC 15 ranged spell attack (with prof). On a success the spell strikes its target. The target would then make saves as normal if pertinent.
  • Energized Bolt - Energy Cost: 40 - (60/180) you make a DC 15 ranged weapon attack (with prof). On a success the spell strikes its target. The target would then make saves as normal if pertinent.
  • Energized Ray - Energy Cost: 70 - (60/240) you make a DC 15 ranged spell attack (with prof). On a success the spell strikes its target. The target would then make saves as normal if pertinent.
  • Simple Splash - Energy Cost: 40 (20/60) you make a DC 15 ranged weapon attack (with prof). On a success the spell strikes its target and up to one other creature within 5 feet. The targets would then make saves as normal if pertinent.

You additionally gain the ability to encourage antagonistic growth in an organism. As an action on your turn you may burn any amount of energy dice. Deal damage to target creature equal to the total + wis mod.

III - Focussed Aura

When activating an auric effect multiply the amount of energy which would normally dissipate by 3.

IV - Greater Auric Evocation

  • Energized Splash - Energy Cost: 100 (60/180) you make a DC 15 ranged weapon attack (with prof). On a success the spell strikes its target and up to 2 other creatures within 5 feet. The targets would then make saves as normal if pertinent.
  • Double Helix - Energy Cost: 100 (60/240) you make a DC 15 ranged spell attack (with prof). On a success the spell strikes 2 targets within 10 feet of each other. The targets would then make saves as normal if pertinent.
  • Auric Blast - Energy Cost: 80 (80/320) you make a DC 155 ranged spell attack (with prof). On a success the spell strikes its target. The target would then make saves at a -2 penalty if pertinent.
  • Auric Bomb (specify AoE) - Energy Cost: Modular (60/180) you make a DC 15 ranged spell attack (with prof). On a success the orb of energy strikes the specified square and all creatures within radius would take effect, making saves as normal if pertinent. On a failed check the orb strikes a random square. If the target was in normal radius up to 20 feet away, if the target was in disadvantage radius up to 60 feet away.
    • Radius 5 - Energy Cost: 120
    • Radius 10 - Energy Cost: 200
    • Radius 15 - Energy Cost: 280
  • Auric Mine (specify trigger) - Energy Cost: Modular (touch) you create a magical rune which blazes briefly before fading from normal sight. Specify a trigger and an effect. Upon the trigger condition being met within 15 feet of the rune it triggers, activating its prespecified spell.
    • Duration 1 hour - Energy Cost: 40
    • Duration 1 day - Energy Cost: 100
    • Duration 5 days - Energy Cost: 150

You additionally gain the ability to target the following biological functions with your auric spells:

Nerval Flaring (combined with damage or stand-alone) - pay 40 extra energy - The target makes an additional will save. On a failed save the target falls prone in pain, taking (wis mod)d8 psychic damage, on a successful save the target takes half as much damage and does not fall prone.

Nerval Deadening - pay 40 energy - The target is made to no longer feel pain for 1 minute. During this time they are unable to fail concentration checks, have advantage on constitution saves, and do not fall unconscious should they hit 0 hp, however they will still take damage beyond that point, healing taking over-damage instead of jumping from 0. When the effect wears off their injuries flood back to them, forcing a concentration check for all accumulated damages if necessary, and potentially knocking the creature unconscious. If the creature is knocked unconscious by this they may start with 1 or 2 death save failures based on percentage of max health beyond 0 they are at.

In the cases of NPCs benefitting from this effect (meaning something you would not normally give death saves) instead give it temporary hit points equal to 1/3 its max hp. at the end remove those hit points. If this drops if below 0hp it falls into unconsciousness.

Mastery - Neural Disruption

You gain the following potent spells:

Mindsear - pay 80 energy - The target makes a will save (DC 4+wis mod+prof) on a failed save the target breaks concentration. They take (wis mod*3)d12 psychic damage Until your next turn they have disadvantage on all saves and are paralyzed. They also suffer from one of the following effects for 1 minute: They become blinded, they become deafened, they lose half their movement speed, they cannot take reactions. On a successful save they take (wis mod*2)d8 psychic damage with disadvantage on any concentration checks incurred.

Kill - pay 15 energy/CR - The target makes a will save DC (wis mod+prof-2) on a failed save you clip their spinal collumn connencting their brain to vital organs and they die, falling victim to minor convulsions. On a successful save the target takes 1d8 magical slashing damage.

Berserk - Pay 100 energy - Target creature goes into a berserk state. Their strength modifier doubles (or halves if negative), they automatically succeed constitution saves, and they gain the effects of neural deadening in addition to 60 temp hp. They also gain immunity to most mental debuffs such as fear and turning. This effect lasts for 1 minute or until terminated.

Cripple - Pay 80 energy - The target makes a will save (DC 4+wis mod+prof) on a failed save you disable one of their limbs for 1 minute. Disabling an arm makes it unable to be used, using off-hand due to this will incurr a minor dual-wielding penalty to simulate lack of training. Disabling a leg will cut their available movement speed in half and cause them to fall prone, requiring the entirety of their remaining movement speed to get up the following turn. There may be additional disadvantages incurred at DM disgression (disadvantage on certain saves which the limb would be beneficial for, etc). On a successful save they suffer a more minor effect for 1 round. Connection to the limb is briefly severed causing them to fall prone if it were a leg, or have disadvantage on their next attack roll were it an arm.

School of Energywielding (Minor)

Focus on the efficient and effective use of energy.

I - Stable Powerdrawing

You've managed to somewhat stabilize the energy you gain from drawing off your energy pool. When rolling an energy die you may instead roll 2 dice and divide the result by 2.

II - Optimized Forcewielding

Your experience with utilizing energy has granted you further control over drawing energy from your pool. An amount of times equal to your wisdom modifier (min 1) per period between long rests you may roll each energy die used in a single turn at advantage. Alternatively this ability can be used to effectively draw energy, rolling hit dice absorbed into energy at disadvantage for damaging purposes.

III - Energy Concentration

Specify 2 energy dice in your pool which are smaller than d12s. You perform a 1 minute ritual requiring concentration at the end of which the faces are added together forming a single die to a max of d12.

School of Everpresence (Minor)

Make effects last longer.

I - Subconscious Melding

You gain the ability to have 1 effect be everpresent on target creature (meaning it will not dissipate after a long rest). It is limited to 1 step of a stat boost, a single implanted/augmented organ, a carapace of up to 13, basic natural weapons, or an effect equivilant to a single will seed.

II - Augmented Mind

After noticing the patterns required by your brain to maintain augmentations past their usual duration you have augmented your own brain with the addition of a small sub-organ. This allows you to maintain up to 4 points of effects. Those mentioned under the first step being worth 1 point, and a natural armor 14-15, superior natural weapons, and more potent organs/will effects being marked as 2.

You may discuss with your DM about more potent effects being available to this ability. third tier being 4 points, fourth being 8, fifth being 16

III - Transcendent Subconscious

You've tapped into the natural flow of magic of the world, and have modified your brain's sub-organ to make use of this to enhance its abilities, and not slacken while unconscious. This allows you to maintain up to 16 points of effects.