Biomancer

Source: Elaris Unbroken

While most scholars of the arcane arts pursue metaphysical power, some focus their study on more concrete applications of magic. Wizards that join the School of Biomancy combine powerful transmutation and necromancy magic to alter and enhance their own physical forms. These strange mages are masters of manipulating the organic matter that makes up all living things, and they do not hesitate to make evolutionary adjustments to themselves, or those who travel with them.  

Forbidden Schools

1st-Level Wizard (Biomancer) Feature   As a biomancer, you are barred from illusion and necromancy magic. As such, you cannot learn or cast spells of these schools. Alternatively, you can choose three spell schools which are considered your forbidden schools unless it is also a Biomancy spell. You cannot choose universal magic or alteration magic as forbidden schools.  

Biomancy Savant

1st-Level Wizard (Biomancer) Feature   When you join this arcane tradition, you add all Biomancy spells to your spell list. They count as Wizard spells for you.   Moreover, the gold and time you must spend to copy a Biomancy spell into your spellbook is halved. Whenever you gain access to a new level of spell slots from this class, you can add one Biomancy spell from the Wizard spell list to your spellbook for free.  

Organic Familiar

1st-Level Wizard (Biomancer) Feature   You can use your Biomantic magic to create a facsimile of life. You add the Find Familiar spell to your spellbook if you do not already know it, and it has the following changes:
  • The material component is 1 pound of organic matter worth at least 10 gp.
  • It is a Magical Beast (instead of a celestial, fey, or fiend).
  • It has additional hit points equal to your Wizard level.
  • It cannot be shunted to a pocket dimension.
  • Your familiar can heal others by grafting its own flesh onto the creature's wounds. As an action, your familiar can sacrifice any amount of its hit points, touching a willing creature and healing them for the same amount.
 

Modular Biology

6th-Level Wizard (Biomancer) Feature   You use your knowledge of Biomancy to enhance your own physical form. When you finish a Long Rest, choose one of the following body modifications listed below. Your choice lasts until you finish your next Long Rest:
  • Amphibious Physiology. You develop gills and webbing between your digits. You gain the Amphibious creature subtype, can breathe both air and water, and you gain a swimming speed equal to your walking speed.
  • Resilient Hide. Your flesh becomes thick and knotted. While not wearing any armor, your Armor Class is equal to 10 + your Intelligence modifier + your Constitution modifier.
  • Vestigial Limb. You grow an additional limb resembling a smaller version of your other limbs. It has a reach of 5 feet, and it can lift a number of pounds equal to your Intelligence score. The limb cannot use weapons or shields nor can it do anything that requires manual precision, such as using tools or performing somatic components for spells.
 

Arcane Vigor

10th-Level Wizard (Biomancer) Feature   Your biomagic enhances the life force of other creatures. When you target a creature with a Biomancy spell, or your Organic Familiar heals a creature, you can grant the creature Temporary Hit Points equal to twice your Wizard Power Reservoir.  

Evolutionary Breakthrough

14th-Level Wizard (Biomancer) Feature   Your familiar can graft itself onto a willing creature as an action, granting him or her Temporary Hit Points equal to its remaining Hit Points. The creature then gains a Module Biology modification of your choice, which lasts until the Temporary Hit Points are depleted.   Casting Find Familiar again while this ability is active causes any benefits of this feature to immediately end.