School of Biomancy

The school of biomancy focuses on the study of magic as it relates to physiology. On the plane of Ravnica, the Simic Combine uses biomancers to control and accelerate the evolution of the plane’s inhabitants.

Biomancer’s Familiar

Starting at 2nd level, you begin basic experimentation on lifeforms. You learn the Find Familiar spell if you don’t already know it. Additionally, whenever you cast Find Familiar you may choose a major and minor adaption as if your familiar was a category 1 krasis (See The Guild Master’s Guide to Ravnica p. 210).

Adaptive Form

Also at 2nd level, you are able to temporarily augment your physical characteristics. As a bonus action, you can have your Strength, Dexterity, or Constitution score become equal to your Intelligence score. The effect lasts for 1 minute. You have two uses of this feature, and you regain all uses when you finish a short or long rest.

Biomancer’s Touch

By 6th level, your knowledge has advanced far enough to make more lasting changes in creatures. You can perform a 10-minute ritual on a willing creature to alter its physiology. Choose an adaptation from among the options below. Once the ritual has been completed, the creature must spend its next long rest inside a growth chamber to gain the adaptation.

You can construct a growth chamber with 250g in materials and 8-hours of labor. Once a growth chamber has been used to grant an adaptation, you must spend 50g in materials and 1 hour of labor before it can do so again.

Adaptations

Aquatic: Gain a swim speed equal to your move speed and the ability to breathe underwater.

Climb Speed: Gain a climb speed equal to your move speed.

Cryptic Skin: You have advantage on Stealth checks when taking the Hide action.

Hardened Scales: While not wearing armor, gain +1 AC.

Keen Senses: You have advantage on perception checks.

Krasis Strength: You count as one size larger for the purposes of determining your carrying capacity.

Leaping Legs: With or without a running start, your long jump is 30 feet, and your high jump is 20 feet.

A creature can only have one adaptation from this feature at a time. You may use this feature again to remove or change a creature’s current adaptation.

Growth Chamber This large container is filled with swirling bioplasm. It weighs approximately 8,000 pounds. A creature which spends at least 4 hours of its long rest inside of the growth chamber recovers all of its hit dice and an additional level of exhaustion. Growth chambers are most often used in biomancy experiments and are a common sight in Simic laboratories.

Krasis Familiar

Starting at 10th level, when you cast Find Familiar you may choose a category 1 krasis as your familiar. You choose the major and minor adaptations for the creature. These adaptations are in addition to the ones granted by your Biomancer’s Familiar feature. Additionally, as a bonus action, you may have your familiar use its reaction to make an attack.

Major Augmentation

At 14th level, you can make major but temporary alterations to your own physiology. Whenever you use your Adaptive Form feature, you may also gain a major augmentation from among the krasis augmentations. Treat yourself as a category 2 krasis.