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Biomancer

A
s the assassin plunges his dagger into the young The magic of a biomancer is curious in form. The magic is
halfling's neck, a malicious giggle reverberates fueled by a menagerie formed by the arcane and the life force
through the cavern. The halfling girl standing of the biomancer. This connection is of such strength that a
before him disperses into a cloud of sickly biomancer often expends their own cells to accomplish a
green spores. As the spores envelop him, the spell's effects, potentially rendering serious harm upon
assassin clutches his chest as blood spews forth themselves.
from his mouth.
Steeling himself against the possibilities, a tired elf checks Creating a Biomancer
his notes one last time before opening the seals of two vials When creating a biomancer, consider why they have such a
held in either hand. In one, a disease that has plagued the thirst for knowledge. Perhaps they grew up in an academic
village for months. In the other, what he finally hoped was a setting or simply spent most of their time amidst trees, trying
cure. In an instant, he consumes the contents of both vials to unravel the subtleties of their formation. An important
and braces for the consequences. question to ask yourself is why is my character a biomancer
Seeing his allies near death from the dragon's last attack, a and not a druid? It is easy to find similarities between the
human stands defiantly. As he winces in suppressed agony, two, but the academic and microscopic foci of the biomancer
glowing blue spores emanate from the man's chest and are clear distinguishing factors. Perhaps your character was
descend upon his allies. Slowly, they get to their feet and afflicted with a deadly disease, surviving to become immune
ready themselves with renewed vigor. to it and curious as to why. Perhaps your family was lost to a
Heeding the call of nature's unending evolution, lethal poison and you desire to never let such a fate befall
biomancers are masters of manipulating the organic. Their another.
expertise and powers are of microbes, spores, and the Another essential aspect is to understand why you have
building blocks that make up nature's most wondrous undergone the adventuring lifestyle. Biomancers often
creations. explore and find themselves in new lands to satiate their
Of Boon and Blight missions and curiosities, but what triggered your mission and
your goals?
Biomancers are a rare breed with a plethora of alignments,
perspectives, and ideologies. However, they share a similar Quick Build
characteristic in bearing a raw hunger for knowledge. You can make a biomancer quickly by following these
Whether this knowledge is to aid some species, eradicate suggestions. First, Wisdom should be your highest ability
them, or for knowledge's own sake; a biomancer yearns to score, followed by Intelligence. Second, choose the scientist
understand the deeper secrets of the natural world. background.
Biomancer spells are oriented on the manipulation of the
organic. The powers of a biomancer are that to inflict poison, Class Features
disease, or to remedy the effects caused by them. They gain
the ability to themselves discorporate into a cloud of As a biomancer, you gain the following class features.
microbes capable of harming their foes and protecting their
allies. Hit Points
Hit Dice: 1d8 per biomancer level

The Scientific Method Hit Points at 1st Level: 8 + your Constitution modifier

It is rare for a biomancer to serve a deity. However, their Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
affection for nature often escalates to a state of reverence not modifier per biomancer level after 1st
unlike a druid. Good-aligned biomancers often retain a Proficiencies
similar philosophy to that of druids, desiring an equilibrium Armor: Light armor, medium armor

in nature that fosters growth and evolution. Evil-aligned Weapons: Daggers, quarterstaffs, shortswords, longbows,
biomancers, on the other hand, utilize their powers for simple ranged weapons

malicious purposes and bend nature to the furtherance of Tools: Herbalism kit, poisoner's kit

their agenda. Regardless, biomancers of all alignments Saving Throws: Constitution, Intelligence
acknowledge the primal forces of nature as the source of Skills: Choose two from Medicine, Nature, Arcana,
their spellcasting and generally humble themselves before Investigation, Survival, Insight, and Perception
deities of such power.
The capabilities of a biomancer correlate to their Equipment
experimentation. A biomancer may experiment out of You start with the following equipment, in addition to the
curiosity regarding the effects of a microbe on living subjects, equipment granted by your background.
mediums through which a disease could be cured, or
chemicals capable of preserving living tissue indefinitely. It is (a) a quarterstaff or (b) any simple ranged weapon
fair to say that if a unique biological phenomenon occurs in Leather armor and an explorer's pack
the world, a biomancer will sacrifice anything to be at the
forefront of the investigation.

1
The Biomancer
Proficiency Cantrips Microbe
Level Bonus Features Known Points 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 2 — 2 — — — — — — — —
2nd +2 Rapid Recovery, Microbe Touch 2 2 3 — — — — — — — —
3rd +2 Code of Ethics, Code Ability 2 3 4 2 — — — — — — —
4th +2 Ability Score Improvement, Cell 3 4 4 3 — — — — — — —
Body
5th +3 — 3 5 4 3 2 — — — — — —
6th +3 Biological Fortitude 4 6 4 3 3 — — — — — —
7th +3 Code Ability 4 7 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 8 4 3 3 2 — — — — —
9th +4 — 4 9 4 3 3 3 1 — — — —
10th +4 Lethally Infused 4 10 4 3 3 3 2 — — — —
11th +4 Code Ability 4 11 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — —
13th +5 — 5 13 4 3 3 3 2 1 1 — —
14th +5 — 5 14 4 3 3 3 2 1 1 — —
15th +5 Code Ability 5 15 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 16 4 3 3 3 2 1 1 1 —
17th +6 — 5 17 4 3 3 3 2 1 1 1 1
18th +6 Youthful Body 5 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 19 4 3 3 3 3 2 1 1 1
20th +6 Genetic Tyranny 5 20 4 3 3 3 3 2 2 1 1

A leather-bound journal containing fifty parchment pages, Spellcasting


a bottle of ink, and a quill.
Calling upon the connection between your life and the primal
forces of nature, you can cast spells that manipulate the form
Druidic Perceptions of the organic. See chapter 10 in the Player's Handbook for
Biomancers generally have intriguing relationships the general rules of spellcasting and the end of this document
with druidic tribes that tend toward extremes and for the biomancer spell list.
are rarely neutral. The treatment of a biomancer by
a druidic tribe is dependent on that tribe's Cantrips
openness to nontraditional approaches exemplified At 1st level, you know two cantrips of your choice from the
by a biomancer. biomancer spell list. You learn additional biomancer cantrips
A tribe that prioritizes the sanctity of nature as it of your choice at higher levels, as shown in the Cantrips
is will likely shun a curious and experimenting Known column of the Biomancer table.
biomancer.
However, a tribe that prioritizes the protection Preparing and Casting Spells
of nature from corrupting forces will likely
welcome (or begrudgingly accept) the presence of
The Biomancer table shows how many spell slots you have to
a biomancer.
cast your spells of 1st level or higher. To cast one of these
In some rarer cases, a biomancer is considered biomancer spells, you must expend a slot of the spell's level
an honorary druid by a friendly tribe. This usually or higher. You regain all expended spell slots when you finish
results from a biomancer's efforts in relation to a a long rest.
tribe's priorities.
In any case, a biomancer's presence often brings
with it attention and curiosity of the guardians of
nature.
You prepare the list of biomancer spells that are available for Rapid Recovery
you to cast, choosing from the biomancer spell list. When you
do so, choose a number of biomancer spells equal to your Starting at 2nd level, during a short rest you can choose to
Wisdom modifier + your biomancer level (minimum of one automatically regain 2d8 hit points in addition to hit points
spell). The spells must be of a level for which you have spell regained through the expenditure of hit dice. You may use
slots.
For example, if you are a 3rd-level biomancer, you have this feature a number of times equal to your Wisdom
four 1st-level and two 2nd-level spell slots. With a Wisdom of modifier (minimum of 1). You regain expended uses of this
16, your list of prepared spells can include six spells of 1st or feature after completing a long rest.
2nd level, in any combination. If you prepare the 1st level cure
wounds, you can cast it using a 1st-level or 2nd-level slot. Microbe Touch
Casting the spell doesn't remove it from your list of prepared Starting at 2nd level, you may use a bonus action to touch a
spells. willing creature. If you do so, you may expend any number of
You also change your list of prepared spells when you microbe points to heal your allies. You heal a friendly
finish a long rest. Preparing a new list of biomancer spells creature a number of hit points equal to the number of
requires time spent in meditation and study at least 1 minute microbe points expended. Alternatively, you may expend 5
per spell level for each spell on your list. microbe points to cure a willing creature of blindness or
deafness.
Spellcasting Ability
Wisdom is your spellcasting ability for your biomancer spells, Code of Ethics
since your magic stems from a strong connection between
you and the primal forces of nature. You use your Wisdom At 3rd level, you choose to identify with a code of ethics. Your
whenever a spell refers to your spellcasting ability. In code of ethics is tied directly with the mission and goals of
addition, you use your Wisdom modifier when setting the your character, so choose carefully. Your choice grants you
saving throw DC for a biomancer spell you cast and when features at 3rd level and again at 7th, 11th, and 15th level.
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom Ability Score Improvement
modifier When you reach 4th level, and again at 8th, 12th, 16th, and
Spell attack modifier = your proficiency bonus + your 19th level, you can increase one ability score of your choice
Wisdom modifier by 2, or you can increase two ability scores of your choice by
Ritual Casting 1. You can't increase an ability score above 20 using this
You can cast a biomancer spell as a ritual if that spell has the feature.
ritual tag and you have the spell prepared.
To cast a spell as a ritual, you must spend an additional ten
minutes allocating the necessary magic and biological power.
If you cast a spell in this way, the spell does not consume a
spell slot and functions as normal.
Spellcasting Focus
Your biomancer focus is your physical body. You may choose
an appendage or specific region of your body to use as a
spellcasting focus for your biomancer spells.
Growing Microbiome
At 2nd level, you gain enough control over your physical being
that you can partition a reservoir of microbes within your
body. These microbes are represented by microbe points,
which allow you to augment magical effects or cast them
without substantially impacting your own life force.
Microbe Points
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. You can never have more microbe points
than shown on the table for your level. You regain all spent
microbe points when you finish a long rest.
Biotic Casting
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. You may expend any number of microbe points.
If you do so, the hit points that must be sacrificed is reduced
by five for every microbe point spent.
Cell Body Lethally Infused
Starting at 4th level, you gain the ability to discorporate into a Starting at 10th level, you unlock the ability to channel your
cloud of microbes flying in the air. You retain this form for ten magic into inorganic compounds. So long as you are holding
minutes per biomancer level or until you choose to reform a melee weapon or recently fired from a ranged weapon, the
into your physical body. While in this form, the following weapon is considered magical for the purpose of overcoming
rules apply: nonmagical immunity. Additionally, your weapons inflict an
additional 1d8 poison damage.
Your game statistics do not change.
You gain a fly speed of 20ft. Youthful Body
Attacks against you have a chance to miss. If an attack
meets or exceeds your AC while in Cell Body, roll a d20. If Starting at 18th level, you have tinkered with the biological
the result is a 4 or less, the attack misses. clock inside you to such a degree that you cease to age. You
While in Cell Body, you may occupy the same space as up are immune to being aged magically. In addition, for every ten
to two allies within ten feet of each other. When you do so, years that passes, you only age one year.
your form obscures them from adversaries, imposing
disadvantage on nonmagical attacks against them that Genetic Tyranny
rely on sight. This does not extend to attacks targeted Starting at 20th level, your understanding and control over
specifically towards you. the organic is complete. You gain the ability to cast
You lose the ability to speak, cannot cast spells, and shapechange on yourself without expending a spell slot,
cannot apply force to any surface or object. However, you rewriting your DNA temporarily to accomplish the feat. While
may retain concentration on any spell already cast. in your new form, you gain the following benefits.
You may use the Microbe Touch feature unabated.
Attacks made against you have the same chance to miss
You may use the Cell Body feature a number of times equal you as they would if you were in Cell Body.
to your Wisdom modifier (minimum of 1). You regain one While in this form, you may expend two microbe points as
expended use after a short rest and all expended uses after a a reaction. If you do so, you may impose advantage or
long rest. At later levels, your cell body feature improves as disadvantage on the next attack of a creature you can see.
follows. While in this form, you may expend five microbe points as
6th level. You gain the ability to speak while in your cell an action. If you do so, a cascade of microbes erupts from
body form. Your voice has a haunting and ominous quality. you to an area of a 30ft radius within 200ft of you. The
You may cast spells with a verbal but no somatic microbes immediately wreak havoc on designated hostiles
component. Additionally, your miss chance increases such in the area. Hostile creatures in the area must make a
that a result of 6 or lower misses. Constitution saving throw against your spell save DC. If
10th level. You gain the ability to move through any liquid they fail, each hostile creature takes 8d8 poison damage
substance while in cell body form. You may also choose to that negates resistance. If they succeed, they take half as
spend two microbe points to infect or cure a water supply much damage.
that you traverse through this way. Additionally, your fly While in this form, you may expend five microbe points as
speed increases to 40ft and your miss chance increases an action. If you do so, a cascade of microbes flows from
such that a result of 8 or lower misses. you to up to five allies. For the next minute, they are
14th level. You gain the ability to hinder yor adversaries. immune to all poison damage and automatically succeed
As a reaction, you may make a melee spell attack against on saving throws against poison. Additionally, they may
one creature within the radius of your cell body form. If use their reaction to breathe in the microbes. If they do so,
you do so, they must make a Constitution saving throw they immediately regain 2d10 hit points. If these hit points
against your spell save DC. On a failure, they take 1d8 would exceed the creature's maximum hit points, the
poison damage and the next attack against them has excess become temporary hit points instead.
advantage. On a success, they take half damage. Once you have used this feature, you may not use it again
18th level. You gain the ability to cast spells that require until you have completed a long rest.
somatic components while in cell body. Additionally, your
miss chance increases such that a result of 10 or lower
misses. Finally, your cell body form now imposes Biofuel
disadvantage on magical attacks made against allies Biomancers are beings that operate on biological
obscured by your form. extremes. When they are performing regular tasks
and not expending their microbes, the efficiency of
Biological Fortitude their bodies allows them to go for extended
Starting at 6th level, your body has become accustomed to periods of time without nutrition.
poisons and diseases and you have built up biological However, biomancers utilize their own microbes
countermeasures to each. You gain resistance to poison to sustain the effects that define their powers.
damage. Additionally, you gain advantage on saving throws After a bout of combat or an arduous task, a
against poison or disease effects. If you succeed on a saving biomancer is likely to consume a quantity food that
throw that would halve incoming poison damage, you take no would otherwise seem unrealistic for a creature of
their size.
damage instead. If you fail the save, you take half damage.
Forceful Extraction
Code of Ethics Starting at 7th level, you become capable of forcefully taking
Biomancers are imbued with significant power and the paths the information you desire. You may expend three microbe
laid out before them define the branches of their destiny. points. If you do so, the target must make a Wisdom saving
There are three codes for a biomancer to choose from, and a throw against your spell save DC as your microbes enter a
biomancer wholly commits to their code, swearing creature's mind.
themselves to it irrevocably. By virtue of the distinct You may spend an additional two microbe points to impose
philosophies evident in each of these paths, there is little disadvantage on the saving throw.
possibility of an alliance between biomancers of differing When you take this action, you touch the creature and
codes. In fact, biomancers often outright abhor those who specify the specific information that you are looking for. If the
have sworn to a code differing from their own. target fails the saving throw, you may choose to receive the
information verbally or telepathically, but the information
Code of Research requested must be divulged. If the target succeeds the saving
throw, you are aware of it and the creature is immune to this
Adherants to the Code of Research value the acquisition and effect for 24 hours.
comprehension of knowledge above all else. Factors such as You may not use this feature again until you have
morality are inherently irrelevant. Biomancers of this code completed a long rest.
are often reclusive and apolitical. However, the allure of vast
knowledge attained on a quest or campaign are bait enough Knower of Many Things
to achieve a knowledge biomancer's keen interest and efforts. Starting at 11th level, your repertoire of academic knowledge
makes you and indispensible asset. You gain proficiency in all
Bonus Proficiency of the following: Arcana, History, Nature, and Medicine. If you
When you choose this code at 3rd level, you gain proficiency already have proficiency, you gain expertise instead.
in one of the following abilities: Arcana, History, Nature, and
Medicine. If you are already proficient in the chosen ability, Situational Awareness
you may gain expertise instead. Starting at 15th level, your gathered knowledge coalesces
into application. You gain advantage on all perception checks,
Research Assistant your passive perception raises to 20, and you cannot be
Starting at 3rd level, can compel a creature to assist you in surprised.
your research. An eligible creature must have a Combat Additionally, you may spend four microbe points. If you do
Rating of 1 or lower and an Intelligence score of 5 or lower. so, you may use your reaction to impose disadvantage on any
To make the creature subservient, it must not be hostile to magical attack that you can see. If the caster does not roll to
you. As an action, you may make a contested Wisdom ability attack, you instead gain advantage on the saving throw.
check against the creature's Wisdom. On a failure, the
creature is aware of the attempt and is immune to further Code of Volition
attempts for 7 days. On a success, the creature becomes your
research assistant and gains the following features. Adherants to the Code of Volition long to see their wills made
manifest. Their goals are usually centered on the fulfillment
The creature wholly obeys your orders to the best of its of a vision for their own destiny. As a result, many are prone
ability. to a sense of megalomania, considering themselves a sort of
The creature's Intelligence score increases to 10 and its apex predator. Additionally, biomancers of this code are active
Wisdom score increases to 12. practicioners of darker, destructive forces that annihilate the
The creature gains resistance to all poison and disease obstacles interfering with their goals.
effects.
You form a telepathic bond with the creature and may
communicate with it telepathically. It speaks in a language
of your choice that you comprehend.
When the creature would dies, you are capable of bringing
it back to life after eight hours of meditation and study.
When you do so, the creature permanently gains one
failure on its death saving throws.
Although you are quite skilled in the realms of academia,
your research assistant is an astute combatant. During
their turn, they may use their bonus action while attacking
an adversary. If they do so, the next attack against the
creature has advantage.
Book Smart
Starting at 3rd level, you gain the ability to glean information
from difficult sources. If you fail an Intelligence ability check,
you may use this feature to reroll the check with advantage.
You may not use this feature again until you have completed a
short rest.
Test Subject Your cell body form immediately moves to the space
Starting at 3rd level, your indomitable will can override the around the attacker, engulfing it in spores. The attacker
mind of a creature and make it subservient to you. An eligible must roll a Wisdom saving throw against your spell save
creature must have a Combat Rating of 1 or lower and an DC.
Intelligence score of 5 or lower. To make the creature On a failure, the creature immediately takes its turn to
subservient, it must not be hostile to you. As an action, you attack a creature of your choice.
may make a contested Wisdom ability check against the On a success, the creature now rolls a Constitution saving
creature's Wisdom. On a failure, the creature is aware of the throw against your spell save DC. On a failure, they take
attempt and is immune to further attempts for 7 days. On a 8d8 poison damage. On a success, they take half as much
success, the creature becomes your test subject and gains the damage.
following features. After using this ability, you may not use it again until you
The creature wholly obeys your orders to the best of its complete a long rest.
ability.
The creature's Intelligence score increases to 10 and its Code of Preservation
Wisdom score increases to 12. Adherants to the Code of Preservation revere nature and the
The creature gains resistance to all poison and disease cycle of life. Although they modify nature and curiously toy
effects. with its inner workings, they firmly believe it should be
You form a telepathic bond with the creature and may preserved and respected. Biomancers of this code are
communicate with it telepathically. It speaks in a language capable of self-sacrifice in protection of nature and their
of your choice that you comprehend. allies. They often begin adventures as a mission to explore,
When the test subject dies, you absorb the microbes of its protect, or preserve something they hold dear.
form. You immediately gain seven microbe points. In
doing so, the test subject completely loses its form and Biomancer's Familiar
may not be resurrected. Starting at 3rd level, your efforts have made you an ally to the
You may use your test subject to test diseases, poisons, creatures who call the natural realms their home. As a result,
and cures. When you do so, gain advantage on all you gain the ability to take on one such creature as a
Medicine, Nature, Arcana, and Investigation checks companion. An eligible creature must have a Combat Rating
related to the disease. of 1 or lower, an Intelligence score of 5 or lower, and be
Touch of Decay friendly towards you. If these conditions are met, make a
Starting at 7th level, the effect of your microbe touch ability Wisdom check with a DC determined by the DM. On a
changes to better suit your goals. You may make a magical failure, the creature may not be targeted in this way for 24
melee attack against a creature. If you do so, you may spend hours. On a success, you establish the creature as your aide
any number of microbe points. The creature must make a and it gains the following features.
Constitution saving throw against your spell save DC. If the The creature obeys your orders to the best of its abilities,
creature fails, it takes poison damage equal to the spent but will not willingly harm itself.
microbe points multiplied by your Wisdom modifier The creature's Intelligence score increases to 10 and its
(minimum of 1) and is considered poisoned. If the creature Wisdom score increases to 12.
succeeds, they take half as much damage and are not The creature gains resistance to all poison and disease
poisoned. effects.
You may use this feature a number of times equal to your You form a telepathic bond with the creature and may
Wisdom modifier (minimum of 1). You regain all expended communicate with it telepathically. It speaks in a language
uses after completing a short rest. of your choice that you comprehend.
When the familiar would die, you may immediately
Mitotic Instability expend three microbe points to stabilize the creature.
Starting at 11th level, your experimentation has led to During a short rest, you may sacrifice a number of hit
unprecedented growth in your microbial reservoir. During a points equal to half of your familiar's maximum hit points.
short rest, you may choose to spend any number of hit dice. If If you do so, the familiar comes back to life with 1 hit
you do so, you may choose to regain microbe points equal to point.
the number of hit dice expended in addition to restoring hit Whenever you or your aide are charmed or frightened, the
points. telepathic bond between you both enables you to resist the
effect. Every saving throw against those effects is rolled
Will Unbound with advantage.
Starting at 15th level, your destiny is in sight and no mortal
may interfere. If you are attacked by a creature within 50ft of Biotic Healing
you, you may expend 5 microbe points. If you do so, you may Starting at 7th level, you are able to harness the healing
use your reaction to activate the following effects. power of your microbes to augment the effects of your
Microbe Touch ability. As a bonus action, you may touch a
You immediately gain a charge of cell body and transform. willing creature and spend any number of microbe points.
The attacker must roll with disadvantage against your cell When you do so, you may choose one effect from the table
body miss chance. below in addition to the effects of microbe touch.
Biotic Healing Effects Microbes Unleashed
Microbe Point Cost Effect Starting at 15th level, you have learned to use your
X Heal Xd4+Wis HP knowledge and magic to turn a battle away from defeat. As an
action, you take damage equal to half of your maximum hit
3 Cure Poison/Disease points that can not be reduced in any way. If this damage
3 Cure Blindness/Deafness would reduce you to 0 hit points, you remain with 1 hit point
5 Repair one wound instead.
You gain a pool of points equal to half of your maximum hit
7 Grow one missing limb points. You immediately choose how to distribute this pool
among creatures within 50ft of you. You may choose if this
Naught Without Sacrifice pool heals or harms. If you expend at least 10 points on an
Also starting at 7th level, you are able to override your allied unconscious creature, they automatically succeed on a
instincts against self-harm for the sake of others. You gain the death saving throw and return to 1 hit point. If you expend at
ability to, as a bonus action, convert your current hit points to least 10 points on a hostile creature, they must make a
microbe points at a rate of one microbe point per 10 hit Constitution saving throw against your spell save DC. On a
points. The process of this conversion is painful, and you success, they take half damage. On a failure, they take full
must make a Constitution saving throw. The DC for the damage and are considered poisoned.
saving throw is 10 + the number of microbe points you intend Afterwards, you immediately fall prone and are
to generate in this way. On a failure, you lose an additional 5 incapacitated until your next turn. You may not use this
hit points for every microbe point generated. feature again until you complete a long rest.
You may not use this feature again until you complete a
short rest.
Aggressive Preservation
Starting at 11th level, you gain the ability to adapt the
battlefield to your allies advantage and enemy's dismay. As an
action, you may spend two or more microbe points. If you do
so, you may target one creature within 30ft of you and
activate one of the following effects. You may affect additional
creatures this way by expending two microbe points for every
creature you target.
The microbes infect the creature's eyes and temporarily
hinder the creature's sight. The creature must succeed on
a Constitution saving throw against your spell save DC or
be blinded for one round.
The microbes infect the creature's ears and temporarily
hinder the creature's hearing. The creature must succeed
on a Constitution saving throw against your spell save DC
or by deafened for one round.
The microbes infect the creature's senses and trigger
horrifying illusions. The creature must succeed on a
Wisdom saving throw against your spell save DC or be
frightened for one round.
The microbes infect the creature's mind and substantially
alter its disposition. The creature must succeed on a
Wisdom saving throw or be charmed for one round.
You may not use this feature again until you have
completed a short rest.
d8 Personality Trait
New Background: Scientist
1 I enjoy discussing my works with others.
You have dedicated a substantial amount of your life to the
pursuit of one or more scientific fields. Through this 2 I am easily excitable by the prospect of new
dedication, you have fostered an innate sense of curiosity that information.
constantly pushes you to discover, learn, and adapt. Your 3 I can be rather unkempt and narrowly focused.
knowledge has made you a staple in your chosen field, an 4 I often talk to myself while working, I usually don't
expert that others rely on or look up to. Scientists come in remember what it is I say.
many forms, but they are cut from the same fabric of
curiosity, experimentation, and discovery. 5 My work is my life, everything else is a distraction!
Skill Proficiencies: Investigation and Nature or Arcana 6 I love to travel wherever my studies take me.
Tool Proficiencies: Scientist's kit 7 I generally prefer the comforts and isolation of my
Equipment: A satchel containing various professional works study/lab.
regarding your field of study, field clothes, a document
certifying your skill in your field of study, and a pouch 8 Though I am gifted in knowledge, I do not quite
containing 10gp understand social norms.

Field of Study d6 Ideal


What field of study awakened your curiosity? What have you
spent your life researching or studying? Your field of study 1 Logic. Many of the errors in this world stem from the
determines where your skills have been applied and where lack of logic. I aim to fix that. (Any)
your knowledge is centered. You may roll on the table below 2 Order. The rules of society are necessary to keep the
to determine your field of study or work with your DM to peace. (Lawful)
select a field that works with the campaign. 3 Knowledge. I believe that a perfect world is one where
d20 Field d20 Field knowledge flows into every mind. (Any)
1 Physics 11 Archaeology 4 Power. I use my knowledge and expertise to be a leader
in my field, bending to noone's whims. (Lawful)
2 Chemistry 12 Psychology
5 Experimentation. Every interaction and study is a
3 Ecology 13 Entomology chance for a little experiment. (Chaotic)
4 Oceanography 14 Ichthyology 6 Evolution. It is possible, in fact probable, that we will
gain much from changing our species. (Chaotic)
5 Medicine 15 Cartography
6 Meteorology 16 Geography d6 Bond
7 Astronomy 17 Hydrology 1 My research was stolen and another has claimed credit
8 Biology 18 Seismology for decades of my work.

9 Zoology 19 Mineralogy 2 I once released a work that was shamefully riddled with
errors.
10 Botany 20 Linguistics
3 I became a scientist to save someone... and I failed.
4 Most of my work goes to support the university where
Feature: Scientific Access I studied.
As a scientist, you are familiar with repositories of knowledge 5 I constantly work to prove myself a superior academic
and have spent no small amount of time learning therein. You to my rival.
can easily identify specific books or tomes and are proficient 6 My research nearly killed me once, and I still haven't
in understanding the systems of organization used in recovered.
academic repositories. Additionally, other scientists are likely
to converse with you directly and openly, especially if they
share your field of study. d6 Flaw
1 I have become spiteful at those who do not share my
Suggested Characteristics intelligence.
Scientists make up a spectrum of people united by their 2 I would go to any ends to make a breakthrough.
curiosity and thirst for knowledge. They generally respect
those with a similar (if unrefined) curiosity and loathe 3 I consistently manipulate my research to better fit the
inidividuals or organizations that would stifle their curiosity. needs of those who provide me funding.
4 I love the thrill of a heated argument and will seize
upon any excuse to initiate one.
5 I don't care about the ramifications of my research, let
society sort out the consequences.
6 If someone shows an interest in my work, I reveal
everything to them and yearn for their admiration.
[H] = Homebrew Spell

Biomancer Spell List [R] = Ritual Spell

[C] = Concentration Spell

Cantrips (0 Level) Speak with Animals [R] Life Transference 6th Level
Acid Splash Major Image [C] Biomancer's Haven [H]
Friends [C] 2nd Level Plant Growth Circle of Death
Infestation Aid Stinking Cloud [C] Harm
Mending Alter Self [C] Heal
Message Barkskin [C] 4th Level Mass Suggestion
Minor Illusion Beast Sense [R, C] Aura of Life [C] Programmed Illusion
Poison Spray Blindness/Deafness Aura of Purity [C]
Primal Savagery Blur [C] Blight 7th Level
Resistance [C] Calm Emotions [C] Compulsion [C] Finger of Death
Spare the Dying Charm Person Confusion [C] Project Image [C]
Darkvision Death Ward Regenerate
1st Level Detect Thoughts [C] Dominate Beast [C]
Auditory Interference [H] Gentle Repose [R] Stoneskin [C] 8th Level
Beast Bond [C] Hold Person [C] Antipathy/Sympathy
Command Lesser Restoration 5th Level Clone
Cure Wounds Locate Animals or Plants [R] Animate Objects [C] Dominate Monster [C]
Detect Poison and Disease Locate Object [C] Awaken Feeblemind
[R, C] Microbial Rejuvenation [H, R] Cloudkill [C] Glibness
Disguise Self Mirror Image Commune with Nature [R] Mind Blank
Ensnaring Strike [C] Phantasmal Force [C] Contagion Power Word Stun
Entangle [C] Protection from Poison Dominate Person [C]
Fog Cloud [C] Suggestion [C] Geas 9th Level
Inflict Wounds Greater Restoration Mass Heal
Microbial Mark [H, C] 3rd Level Hold Monster [C] Power Word Heal
Purify Food and Drink [R] Animate Dead Mass Cure Wounds Power Word Kill
Sleep Aura of Vitality [C] Mislead [C] Shape Change [C]
Feign Death [R] Seeming

Homebrew Spells
Auditory Interference
1st-level enchantment. Re-skinned Dissonant Whispers
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You exhale a magical stream of microbes that embed
themselves into the ears of the target. Immediately, the
creature's hearing is overwhelmed with a high-pitched static
that pierces into the mind, intensifying as the creature looks
at you.

The target must make a Wisdom saving throw. On a failed


save, it takes 3d6 psychic damage and must immediately use
its reaction, if available, to move as far away from you as
possible. On a successful save, the target takes half as much
damage and doesn't have to move away. A deafened creature
automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot
of 2nd or higher, the damage increases by 1d6 for each slot
level above 1st.
Microbial Mark Biomancer's Haven
1st-level enchantment. Re-skinned Hex 6th-level abjuration.
Casting Time: 1 bonus action Casting Time: 10 minutes
Range: 90 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Up to 24 hours
A stream of microbes spews from your biomancer focus You invoke natural magic to protect an area either indoors
and is imbued with natural magic. With a simple command, a or outdoors. The area can be as small as a thirty-foot sphere
creature that you can see within range absorbs the microbes. or as large as a ninety-foot sphere. Buildings or other
These microbes intensify the damage that you do to the structures not within the sphere are excluded from the
creature. effects. If the caster spends at least five minutes meditating in
Until the spell ends, you deal an extra 1d6 necrotic damage the sphere after it has been cast (dispelling it afterwards),
to the target whenever you hit it with an attack. Also, choose they may recast it by expending 40HP and a >=4th level spell
one ability when you cast the spell. The target has slot.
disadvantage on ability checks made with the chosen ability. When you cast a spell in this area, you can specify 'allies'
If the target drops to 0 hit points before this spell ends, you that are immune to its effects. Additionally, you may create a
can use a bonus action to transfer your microbes to a new password that, once spoken, makes the speaker immune to
creature. A remove curse cast on the target eradicates your the effects. The entire area radiates with arcane and natural
microbes and ends the spell early. magic, and the use of dispel magic only ends one of the
At Higher Levels. When you cast this spell using a spell effects listed below. When all of the effects are terminated,
slot of 3rd or 4th level, you can maintain your concentration the overall spell ends.
on the spell for up to 8 hours. When you use a spell slot of 5th Biomancer's Desk. A large wooden desk (type and build
level or higher, you can maintain your concentration on the determined by the caster) is conjured with a seat of the same
spell for up to 24 hours. type. The desk contains writing instruments, scientific
apparatus, chemical solutions, a ream of fine parchment
Microbial Rejuvenation paper, and a small figurine of the Biomancer's animal
2nd-level conjuration. Re-skinned Healing Spirit companion that models after their current mood and
Casting Time: 1 bonus action condition. All of the notes taken by a Biomancer may be
Range: 60 feet found in this desk, even if taken on parchments or notebooks
Components: V, S that were otherwise lost or destroyed (unless destroyed by
Duration: Concentration, up to 1 minute magical means). Additionally, if a creature other than the
Biomancer touches the desk or its contents, they must make
A stream of microbes erupts from your biomancer focus a Wisdom Saving Throw against the Biomancer's Spell Save
and forms in a space that is a 5-foot cube you can see within DC. On a failure, the creature sets off a magical alarm
range. The stream forms into an entity of similar appearance tethered to the desk that telepathically alerts the Biomancer,
to your animal companion. The entity has a transluscent animal companion, and all designated allies.
appearance and radiates a soft light. Stem Cell Reservoir. All allied creatures within the
Until the spell ends, whenever you or a creature you can affected sphere are imbued with the natural magic used in
see moves into the entity's space for the first time on a turn or the Biomancer's constant experimentation. The creatures
starts its turn there, you can cause the entity to restore 1d6 regain 1d10 hit points per half hour spent in the sphere.
hit points to that creature (no action required). The spirit Additionally, if the creature spends a Long Rest in the sphere,
cannot heal constructs nor undead. As a bonus action on your they may choose to either gain fifteen temporary hit points or
turn, you can move the entity 30 feet to a space you can see. recover from one wound, disease, or poison effect.
At Higher Levels. When you cast this spell using a spell Druidic Comforts. The area inside the sphere is imbued
slot of 3rd level or higher, the healing increases by 1d6 for with natural magic that alters the area as appropriate to the
each slot level above 2nd. neighboring terrain. For example, if underground the area
becomes lit with translucent silk worms and a warm green
moss coats the floor. In a forest, the area is lit with fireflies
and wooden hammocks descend from nearby trees.
Regardless of the area, the sphere is well-lit and provides
fresh water, enough food to sustain each inhabitant for 24
hours, and conditions for a comfortable Long Rest.
Experiment. The Biomancer may spend a Long Rest Sources
performing an experiment. If the Long Rest is spent in this
way, they gain the normal effects of a Long Rest in addition to 1. Made using 'The Homebrewery' by NaturalCrit. Version
one of the following: 2.7.4
2. Based on the earlier Biomancer (3.5e) first found on D&D
1. Adaptive Cure. The Biomancer may conjure a vial Wiki (Source: http://bit.ly/2BmSr0I)
containing ten doses of a liquid substance. The sensory 3. Original 5e Conversion by Alec Larraza.
details of the liquid are at the Biomancer's discretion. 4. Current Version Created by Stephan Edgar.
When consumed, a creature currently afflicted with the
diseased or poisoned effect may make their saving throws
immediately with advantage. On a failure, the diseased or
poisoned effect persists as normal. On a success, the
diseased or poisoned effect ends completely and the
creature regains 2d10 hit points. The Biomancer may only
have one Adaptive Cure vial in their possession at one
time.
2. Biological Weapon. The Biomancer may conjure a potion
with a single dose of a liquid substance. The sensory
details of the liquid are at the Biomancer's discretion. The
liquid may only be consumed by the Biomancer. If a
creature other than the Biomancer consumes the potion,
they must succeed on a Constitution saving throw against
the biomancer's spell save DC or take 10d6 poison
damage and be considered poisoned. The damage is
halved on a success and they are not considered poisoned.
When consumed by the Biomancer, their attacks deal an
additional 3d8 poison damage and the creature is stunned
if not immune to that effect. This effect lasts for one
minute and consuming the potion is considered a bonus
action. The Biomancer may only have one such potion in
their possession at one time.
3. Preventive Measures. The Biomancer may conjure a
liquid concoction with a maximum of ten doses. When
brewed, the concoction must be consumed within five
minutes or be rendered inert. When a creatures consumes
the concoction, they gain resistance to Poison damage for
the next 24 hours and are immune to the Poisoned
condition.
4. Mass Cure. The Biomancer may experiment on a specific
disease and attempt to create a highly concentrated cure.
As a final test of the research, the Biomancer consumes a
dose of the cure and the disease. Roll a d100. On a 20 or
below, the Biomancer takes 4d10 Poison damage that
ignores all resistances/immunities and the cure is
completely ineffective. On a 21 to 60, the cure functions
properly and is safe to consume. On above a sixty, the cure
is 'perfected' and the Biomancer gains 10 temporary hit
points. If the cure is effective, it can be distributed into a
water supply for an afflicted population or diluted with any
liquid and treat any one disease plaguing the population.

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