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Biomancy

Wizard

Biomancy Savant

When you adopt this Arcane Tradition at 3rd level, choose two Druid spells from the Abjuration, Necromancy, or Transmutation school, each of which must be no higher than 2nd level. Add those spells to your spellbook for free. These spells count as Wizard spells for you.   In addition, whenever you gain access to a new level of spell slots in this class, you can add one Druid spell from the Abjuration, Necromancy, or Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.  

Level 3: Biological Enhancement

All Biomancers prize their ability to manipulate the biology of living creatures.   As a Bonus Action, you can target a creature within 30 feet of you that isn't a Construct or Undead, enhancing its body with mutating magic for 1 minute. The exact physical appearance of the mutation is up to you. You can end the effect early (no action required). The enhancement ends early if the target gains the Incapacitated condition.   While affected by this ability, the target gains one of the following benefits for the duration. A creature can benefit from only one Biological Enhancement at a time. If a creature already benefiting from this feature receives another Biological Enhancement, the previous enhancement immediately ends.  
MutationEffect
Mutagenic FerocityThe target gains a bonus to Strength saving throws equal to your Intelligence modifier. In addition, once on each of its turns when it deals bludgeoning, piercing, or slashing damage with a melee weapon attack, it deals an extra 1d4 damage of the same type.
Adaptive PhysiologyThe target gains a bonus to Dexterity saving throws equal to your Intelligence modifier. In addition, its Speed increases by 10 feet.
Quickened MetabolismThe target gains a bonus to Constitution saving throws equal to your Intelligence modifier. In addition, at the start of each of its turns, it gains Temporary Hit Points equal to your Intelligence modifier.
Enhanced SensesThe target gains a bonus to Wisdom saving throws and Wisdom (Perception) checks equal to your Intelligence modifier. In addition, it gains Darkvision with a range of 30 feet and can't be surprised.
Chameleonic FormThe target has Advantage on Dexterity (Stealth) checks. In addition, while this effect is active, the target can Hide while lightly obscured and can attempt to Hide even when observed.
Intoxicating PheromonesThe target gains a bonus to Charisma saving throws and Charisma (Persuasion) checks equal to your Intelligence modifier. In addition, the target is immune to the Charmed and Frightened conditions.
  You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.  

Level 6: Advanced Mutations

Whenever you use Biological Enhancement, the chosen mutation gains an additional benefit:  
MutationAdditional Benefit
Mutagenic FerocityExtra damage increases to 1d8.
Adaptive PhysiologySpeed bonus increases to 20 feet.
Quickened MetabolismThe target gains resistance to poison damage.
Enhanced Senses The target has Advantage on Initiative rolls.
Chameleonic FormThe target can become Invisible until the end of its turn immediately after taking the Hide action.
Intoxicating PheromonesThe target has Advantage on Charisma checks in addition to its existing benefits.
 

Level 6: Modular Biology

You use your mastery of Biomancy to reshape your own body into increasingly unnatural forms.   At the end of each Long Rest, choose one of the body modifications below. You gain the chosen modification until you finish your next Long Rest. Additionally, you can expend a spell slot of 1st level or higher to replace your current body modification early with another option from this feature.   Amphibious Physiology. You develop gills and webbing between your digits. You can breathe both air and water, and you gain a Swim Speed equal to your Speed.   Resilient Hide. Your flesh becomes thick and knotted. While you aren't wearing armor, your Armor Class equals 10 + your Intelligence modifier + your Constitution modifier.   Extra Appendage. You grow an additional limb resembling a smaller version of your other limbs. The limb has a reach of 5 feet and can lift a number of pounds equal to your Intelligence score. It cannot wield weapons or shields.   The limb can manipulate objects, retrieve or stow items, open doors, and perform the Somatic components of spells. It cannot perform tasks requiring fine precision, such as using tools, picking locks, or making ability checks.   Predatory Adaptation. Your body develops traits inspired by apex predators. You gain a Climb Speed equal to your Speed, and your Unarmed Strikes deal 1d6 Slashing damage on a hit.   Burrowing Anatomy. Your fingers lengthen into digging claws and your bones become flexible enough to push through packed earth. You gain a Burrow Speed equal to half your Speed. You can burrow only through nonmagical earth, sand, mud, or similar natural terrain and cannot burrow through solid stone.  

Level 10: Biomancer’s Fleshwarping

When you cast a wizard spell of 1st level or higher, choose yourself or one creature affected by that spell. The chosen creature regains a number of Hit Points equal to twice the spell's level.  

Level 14: Perfect Organism

Your body has become a self-sustaining engine of arcane biology.   You cease aging and can no longer be magically aged. Whenever you finish a Short Rest, if you have no remaining uses of your Biological Enhancement feature, you regain one expended use.   In addition, whenever you cast a Biomancy spell of 1st level or higher, choose one of the following benefits:  
  • Gain Temporary Hit Points equal to your Intelligence modifier.
  • End one of the following conditions on yourself: Blinded, Deafened, Poisoned, or Diseased.
  • Increase your Speed by 10 feet until the end of your next turn.
  Your body continually adapts itself to survive any environment.


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