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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
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
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.
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.