Biomancer 1 The Biomancer is a Homebrew class I've been working on as an option for an original campaign I've been writing. I wanted to submit to the community to get a few ideas on how to apply balance. It was fun to design, but I'm worried it won't be fun in practice. Thanks for reading! Special thanks to the Homebrewerery for providing this excellent tool and u/Craios125 for providing the link. I was looking to make something very modular and idiosyncratic, pulling different aspects of "science" together in a way that could fit in with the themes and mechanics of D&D. I also pulled in some pop culture stuff that didn't seem to have clear analogues in the D&D rule books. There's a pokeball, a spore drive, some Doc Oc tentacles - all things that I think would make good roleplaying fodder. Getting the power level in check while getting these aspects to feel right is the current challenge. Thanks! Class Features As a biomancer, you gain the following class features: Hit Points Hit Dice: 1d8 per level of Biomancer

Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per biomancer level after the 1st. Proficiencies Armor: None

Weapons: Simple weapons

Tools: Herbalism Kit, Poisoner’s Kit

Saving Throws: Intelligence, Constitution

Skills: Medicine and 1 additional skill from this list: Arcana, Investigation, Nature, Animal Handling, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background. A component pouch

A scholar’s pack

a) a herbalism kit or b) a poisoner's kit

a silver dagger The Intersection of the Material and the Arcane At 1st level, you have cultivated significant practical skills in one of the three biomantic disciplines: the School of Skins, the School of Spores, or the School of Stems. These schools will determine some of the abilities you can develop as well as give you access to additional spells, as detailed after the Biomancer Spell List. Skills from Schools Obsessive delving into the intertwining mysteries of magic and molecules has granted you meaningful control over both. The lense through which you decipher these mysteries is a manifestation of your chosen school. Your spells and abilities are imbued with the flavor of your chosen school. For example, the Mage Armor spell cast by a biomancer from the School of Skins might grant a bestial hide while the same spell cast by a member of the School of Spores might produce a resilient cloud of aural armor. The School of Skins studies all manners of beasts and humanoids, directly applying biomantic concepts to alter sentient creatures. The School of Spores delves into the properties of fungi, the medicinal and martial uses of such, and the mystical arcane links between the world’s fungal networks and other living things. The School of Stems studies plants and their relationship to the sun. In addition to the broad array of useful material plants produce, their ability to reconstitute sunlight into energy is a source of fascination for these biomancers. Cantrips You know two cantrips of your choice from the biomancer spell list. You learn additional biomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Biomancer table. Spell Slots The Biomancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your biomancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the biomancer spell list. The Spells Known column of the Biomancer table shows when you learn more biomancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new biomancer spell, which can be 1st, 2nd, or 3rd level. You can choose one of the biomancer spells you know and replace it with another spell from the Biomancer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your biomancer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a biomancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Punctuating Equilibrium Through experimentation, lab work, and biomantic theory, you learn to mold and remold the fundamental units that compose living creatures. This finite level of control gives you access to bonuses and spell-like abilities from your chosen biomantic school. At first level, you gain your school’s signature evolution. All evolutions are detailed in the evolutions section below. As you gain biomancy levels, you choose additional evolutions as detailed in the evolutions column of the biomancy table (located at the end of this document). You must meet all prerequisites, school, and specialization requirements when choosing new evolutions. Additionally, when you gain a level in this class, you can choose an evolution you’ve acquired and replace it with another evolution that you meet the requirements to learn. Autopsy Some would-be biomancers are scared away by the labwork required to earn scholarly certification in the field. Those who brave the anatomical dungeons of academia come through the other side with the ability to analyze dead creatures of all shapes and sizes. By spending an hour examining a piece of a deceased creature, you perform an autopsy, determining that monsters’ type, species, vulnerabilities, resistances, immunities and any additional information your dm feels is relevant and reasonable for you to learn through careful examination. Be sure to document all creatures you’ve autopsied. Depending on your specialization, cataloging creatures may have additional benefits as you acquire levels in this class. Specialization At 3rd level, you select a path of applied biomancy, a framework for the further development of your natural and magical abilities. Your chosen specialization gives you access to additional evolutions, including an additional signature evolution. Specialization evolutions can be found beneath the school evolutions below. After 3rd level, whenever leveling up would provide you with access to an additional evolution, you may choose that evolution from either your chosen school or your chosen specialization. Progenitor You have the promethean ability to sculpt the basic molecular units of life into familiar forms. You carry around a ball of condensed primordial ooze. In scholastic circles, this ball is referred to as a ‘mitotic sphere’ and it’s about the size of an apple. You may use the sphere as an arcane focus. Upon forming the mitotic sphere, you gain the nucleic summons spell-like ability. The sphere itself is a living, morphing, growing organism. As you perform autopsies, you can add the autopsied creatures to the genetic makeup of the mitotic sphere. If you would use your mitotic sphere to summon a creature, you may instead summon a creature that has been incorporated into the sphere as long as its challenge rating does not exceed the maximum challenge rating allowed by the spell or spell-like ability you’re casting. You may use your mitotic sphere once at third level before taking a long rest. at level 5, you may use your sphere twice before a long rest, three times at level 11 and four times at level 20. Surgeon Your practical approach to Biomancy allows you to spontaneously operate on creatures you meet in your adventures. The surgeon specializes in protecting and enhancing themselves and others, invaluable allies in the prelude to battle or before a trek across dangerous terrain. Surgeons progress past merely repairing the damage done; they seek to push the boundaries and limitations of the bodies and minds of their patients. Through complex molecular stimulation, surgeons can access evolutions to alter the skills and natures of their charges. Upon taking this specialization, you gain the Preserve the Living spell-like ability as your 3rd level evolution (detailed in the Evolutions section below.) Upon taking this specialization, you begin your Codex Biologica, a mystical journal that contains observations you make during your travel. As you acquire experience with ecosystems and their inhabitants, the picture of the world as an intermingling of the biological and the arcane becomes more complete. You create an entry for all creatures autopsied in this codex to be used as a reference. Additionally, you may record extra ritual spells that you come across in the Codex Biologica and cast them as rituals. With the Codex Biologica, you can cast any spell you know that has the ritual tag as a ritual. You may use your Codex Biologica as an Arcane Focus. Tactilitician You’ve decided to pursue a scholarly route that culminates with you sprouting wriggling tendrils from you back and shoulders. Ostensibly, these are to be used to better your understand your surroundings by extending these tactile appendages, feeling the contours of mystery and probing its crevices. However, you may find that being able to deploy additional extremities has non-scholastic uses. When you acquire this specialization, you gain the ability, at will, to deploy and retract 2 tendrils, each with a reach of 10 ft. These tendrils act more or less like hands. You can wrap the tendrils around objects and can lift them as long as you would otherwise be able to lift them with your hands. Tendrils can’t wield weapons unless otherwise dictated by rules or conditions. At level 5, you gain access to a total of four tendrils. You have six tendrils at level 11, and eight tendrils at level 20. You can gather all of your tendrils together in order to use them as a spellcasting focus, from which your spells can emanate. The rules for attacking with your Tendrils evolution are detailed in the Evolutions section below. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Employment Opportunities Starting at level 6, your services as a medical professional are in high demand. Whenever you enter a settlement, you have the opportunity to take a job that will pay a number of d6 in gold equal to your accumulated levels of biomancy. Jobs take 10d20 minutes to complete. At your DM’s discretion, additional jobs may be available and you may be able to negotiate to receive double the gold rolled. Intern Starting at level 10, you will be offered an intern by a prominent university of biomancy. The intern will share your School and be amenable to working with someone of your disposition. Interns will not harm the innocent or perform any actions that will obviously result in their own deaths, but otherwise will be obedient servants and will fight beside you in combat. A sample intern is provided below if your DM and you decline to create them from scratch. If your intern dies, you will be sent a new one in 3d6 days. Intern Medium Humanoid (Human), neutral Armor Class 10

10 Hit Points 9

9 Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 12 (+1) 16 (+3) 10 (+0) 10 (+0) Skills Nature +4, Medicine +2

Nature +4, Medicine +2 Senses passive Perception 10

passive Perception 10 Languages Common and Sylvan

Common and Sylvan Challenge 1/4 Spellcasting. Your intern is a 1st-level biomancer. Its spellcasting ability is intelligence (spell save DC = 13, +5 to hit with spell attacks). The intern has the following biomancer spells prepared: Cantrips (at will): Spare the Dying, Word of Radiance

1st level (1 slot): Chromatic orb, purify food and drink Actions Silvered Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 2 (1d4 piercing damage) School Signature Ability. The intern may use the signature ability of your chosen school. ` ` Arcane Parallel At 11th level, you’ve mastered a higher Arcane Parallel, a fundamental similarity between the biological and arcane worlds. Choose one 6th-level spell from the biomancer spell list as this parallel.You can cast your Arcane Parallel spell once without expending a spell slot. You must finish a long rest before you can do so again.At higher levels, you gain more biomancer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Arcane Parallel when you finish a long rest. Convergent Evolution At 20th level, you gain a powerful feature called a Convergent Evolution. The Convergent Evolution you gain is based on your school and specialization. All Convergent Evolutions are listed below the standard evolutions. Evolutions Listed below are the evolutions currently available for each school and specialization. School of Skins Molecular Optimization Signature Evolution You perform a 10-minute surgical procedure on a willing living target. The target temporarily receives 2 ability points in a skill of your choice and gains a proficiency in a related ability, if one is available. The effects of Molecular Optimization last 24 hours. You may not perform this procedure again until after you’ve finished a long rest. Sturdy Summons Creatures you summon or conjure have 50% more hit points. Molecular Overclock Your humanoid target’s molecular structure is pushed to its limits as it’s transformed into a monstrous simulacrum of itself. As an action, you may overclock a willing target. The body can sustain this state for 30 seconds. For the duration, increase the overclocked creature’s abilities by 2 points each and double its proficiency bonus. Additionally, the creature gains an extra attack during each of its turns - these extra attacks can also be used to cast an additional spell, expending a spell slot as normal. When the effect ends, your target returns to its original state. The duration of Molecular Optimization increases to one minute at level 5, two minutes at level 11 and three minutes at level 20. You can’t use this ability again until after you finish a long rest. Fluxsuckers Prerequisites: 5th level You deploy a leech-like creature with a biorhythmic hunger. This spell-like ability imitates one of the following spells: Slow, Haste, or Counterspell, cast at the level of your spell slots. You can’t use this ability again until after you finish a long rest.

Air of the Beast Choose two of the following skills. If you have proficiency in one or more of these, you gain expertise. If you don’t have proficiency, you gain proficiency. Choose from Athletics, Acrobatics, Animal Handling, and Perception. Entwined Genesis Prerequisite: 5th Level You design and summon creatures that are combinations of beast-type and monstrosity-type creatures you have autopsied. Describe the combination you wish to summon (for example toad-harpy, tiger-wolf, hydra-roc) and your DM will determine appropriate statistics for your created monster. The combined challenge rating of the Entwined Genesis monsters summoned each day can not exceed your level divided by three (rounded down to the nearest 1/4) so some combinations, like the hydra-roc, will have to be scaled down. Creatures summoned this way are always treated as Monstrosities. Summoning them functions as if they were summoned with the Conjure Animals spell. After a long rest, any living summons become unrecognizable dead organic material and your uses of this ability are restored. Depending on what your DM allows, you may only be able to summon autopsied monsters with cosmetic alterations, or you may be able to combine the attributes of different creatures. You may summon a designed creature as an action and may not do so again until after finishing a long rest. Expand Physicality Prerequisite: 17th Level You may take this evolution only if you or someone in your party has a strength, dexterity, or constitution ability score of 20. That ability score becomes 22 permanently. Fly on the Wall You can produce a fly-like creature at will to do your spying. You see and hear everything the fly sees and hears. You can attempt to keep the fly hidden by making a stealth check (d20+4+your proficiency bonus). The fly has a fly and walk speed of 30 and 1 hit point. School of Spores Spores through the Pores Signature Evolution At the end of each long rest, your body generates 1d4 spore uses. You may expend one of these uses and use an action to make a spore attack, a 30-foot cone extending from your body. Creatures in the cone must make a Constitution save (DC = your spell DC) or be affected. Roll a d4 and apply the effect as follows: 1= Blinded; 2= Charmed; 3= Frightened; 4= Poisoned. At level 5, you generate 2d4 spore uses after a long rest, 3d4 uses at level 11, and 4d4 uses at level 17. Unused spores are reincorporated into your body and lost at the beginning of a long rest. Deadly Spores Prerequisite: 5th level: Your spore attack deals 1d10 damage. On a natural 20 to hit, the target is paralyzed in addition to any other ailments it suffers. The damage increases to 2d10 at level 5, 3d10 at level 11, and 4d10 at level 17. Social Network Willing creatures can undergo a 1-hour procedure where they are implanted with a familial strain of fungus. They can then communicate basic messages with others implanted with the same strain. One network can sustain up to 8 creatures and only biomancers may be linked to more than a single network. The communicative link between a creature and the network is permanently severed if that creature travels over 200 miles from the biomancer responsible for establishing the network. Sporeshifting At will, you may release a continuous stream of glowing spores that linger in the air like faintly luminous clouds. As a bonus action or reaction, you may make a Fungal Jump and teleport yourself and any number of willing creatures in a 30-foot radius to any location you have populated with the spores within the last eight hours. While emitting spores, you have disadvantage on all Stealth checks. Additionally, there’s a 50% chance that any hostile creatures within a 30-foot radius will also be transported, allowing them to make an attack of opportunity against you. Minor Magic Mushrooms Before taking a long rest, you can cultivate a mushroom that stores a spell from the biomancer spell list level 2 or lower that you know. You obtain the mushroom at the end of the long rest. Using a bonus action to eat the mushroom allows you to cast the spell once. The spell must be cast within the next hour. All unused mushrooms lose their magical property during your next long rest. If you cultivate a mushroom containing the Enlarge spell, you obtain a second mushroom that contains the Reduce spell. Major Magic Mushrooms Prerequisite: 14th level, Minor Magic Mushrooms evolution In addition to the minor magic mushroom you cultivate, you can design a mushroom containing a more powerful spell before a long rest. Roll a d20 to determine the maximum level of spell you can create using the chart below. Besides the spell level,, these mushrooms are grown and expire in a manner identical to minor magic mushrooms. You can only create mushrooms containing spells you know and the level of the spell cannot exceed the highest level of spell you can cast. d20 Max Spell Level 1 2 2-5 3 6-9 4 10-13 5 d20 Max Spell Level 14-15 6 16-17 7 18-19 8 20 9

Expand Mentation Prerequisite: 17th level You may take this evolution only if you or someone in your party has a intelligence, wisdom, or charisma ability score of 20. That ability score becomes 22 permanently. Fermentation/Decomposition Once per day, you may use this ability and expend 1 use of your spores to make use of recently-deceased organic material. You use your spores to destroy the remains of a creature or plant that has died in the last 24 hours. Roll a d20 and add the Challenge Rating of the destroyed creature. On a 1-9, you create 40 ounces of potent alcohol. On a 10-14, you may restore up to 1 used spell slot; 2 spell slots on a 15-19; 3 spell slots on a 20 or higher. School of Stems Photosynthesis Signature Evolution You gain the Solar Blast cantrip (identical to the Eldritch Blast cantrip, except it deals radiant damage). Poisons and Herbs You gain expertise (double proficiency bonus) when using your Herbalism Kit and your Poisoner’s Kit. Supple Barkskin Prerequisite: 5th level Your AC cannot be reduced to less than 16 as it takes on a tree-like quality. Whenever a creature hits you with a melee weapon attack, they must make a Strength saving throw (DC = 8+ your proficiency bonus.) If they fail, their weapon becomes stuck in your barklike skin. The weapon is then attached to you and any enemy that wishes to remove it must make a successful grapple check against you to recover it. You may use a bonus action to remove the weapon yourself; if you do, you gain proficiency with that weapon for one hour. Spellsapping Ivy Prerequisite: 5th level You deploy a parasitic plant that hungers for the arcane. This spell-like ability imitates one of the following spells: Dispel Magic, Silence, cast at the level of your spell slots. You can’t use this ability again until after you finish a long rest. Nourishing Sphere As an action, you emit a Nourishing Sphere, a beneficial aura composed of solar energy. You and all creatures within 30 feet of you regain hit points equal to 1d12 + your proficiency bonus. The dice rolled increase to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level. Rooted in Nature Choose two of the following skills: Investigation, Nature, Medicine, Survival. If you have proficiency in one or more of these, you gain expertise. If you don’t have proficiency, you gain proficiency. Solar Magnifier You may add your Intelligence modifier to the damage dealt with the rays from your Solar Blast. Solar Restoration Prerequisite 17th level, nourishing sphere Your nourishing sphere restores up to 1 of your used spell slots and up to 1 used spell slot of each creature within the area of effect of the ability. Progenitor Application Nucleic Summons Signature Evolution You may use your Mitotic Sphere to summon a creature you have autopsied. Treat this ability as a Conjure Animals spell, except you can summon any creature you have autopsied. Its challenge rating cannot exceed half your biomancer level (rounded down, minimum of ¼), with a maximum CR of 6. Elemental Birth Prerequisite: 5th Level Your sphere of life transmutes into elemental energy. You may expend one use of your Mitotic Sphere to cast one of the following spells at your Slot Level: Fireball, Fly, Sleet Storm, Erupting Earth. Pocket Monster Prerequisite: 5th level You may expend 2 uses of your Mitotic Sphere to summon a powerful monster. Treat this ability as a Conjure Animals spell, except you can summon any creature you have autopsied. Its challenge rating cannot exceed your biomancer level, with a maximum CR of 9. Proxy You can expend a use of your Mitotic Sphere to create a copy of yourself . The copy can interact socially as you can, but in combat can’t cast spells or deal attack damage (as if made of soft clay). Your proxy has 8 HP. It automatically reintegrates into your sphere while taking a long rest. Biodome You can expend a use of your Mitotic Sphere to create a living wall up to 60 feet long, 20 feet high, and 1 foot thick. You can have the wall stand rigid or wrap around your party. You may have the wall provide total cover for all creatures behind the wall or you can create embrasures in the wall, offering three-quarters cover and allowing those behind the wall to use ranged attacks. The wall can absorb damage equal to half your maximum hit points before being destroyed (i.e. it has hit points equal to half your hit point maximum.)

Chaos Seeds Prerequesite: 11th level You may use an action to sculpt and plant a seed that blossoms at the beginning of the next round. When it does, roll a d100. A random monster sprouts from the seed. Use the table below to determine the type of monster. The creature returns to the earth after 1 minute. If you roll a 1-5, the creature will be hostile, otherwise it obeys your command. Obedient creatures will behave as if summoned with a Conjure Animals spell. You may not use this ability again until you finish a long rest. d100 Creature 1 1 Dragon, Anc. Red 2 1 Death Slaad 3 1 Roper 4 1 Manticore 5 1 Spirit Naga 6-7 1d12 Shrubs, Awa. 8-9 1d12 Wolves 10-11 1d4 Bears, Brown 12-13 1d6 Bears, Black 14-15 1d4 Dire Wolves 16-17 1 Elephant 18-19 1 Giant Ape 20-21 1d2 Giant Boars 22-23 2d6 Giant Bats 24-25 1d2 Giant C. Snakes 26-27 1d4 Giant Eagles 28-29 1 Giant Crocodile 30-31 1 Giant Scorpion 32-33 2d6 Giant P. Snakes 34-35 1d4 Giant Spiders 36-37 1d4 Giant Vultures 38-39 1d4 Lions 40-41 1d6 Tigers 42-43 1 Mammoth 44-45 1d2 Giant Elk 46-47 1d2 Carrion Crawler 48-49 1d4 Cockatrices 50 1 Wood Woad 51 1d2 Gibbering Mthr 52 1d2 Gricks 53-54 1d2 Griffons 55 1d4 Hippogriffs 56 1 Hook Horror d100 Creature 57 1d4 Piercers 58 1d4 Rust Monsters 59 1 Xorn 60-61 1 Swarm, Cran Rats 62-63 1 Owlbear 64 1 Otyugh 65 1 Wyvern 66 1 Catoblepas 67 1d2 Cave Fishers 68 1 Girallon 69 1d2 Guard Drakes 70-71 1d6 Thornies 72 1 Red Slaad 73 1 Blue Slaad 74 1 Green Slaad 75 1 Gray Slaad 76 1 Froghemoth 77-78 1d2 Shmb. Mounds 79 1 Guardian Naga 80 1 Young Remorhaz 81 1 Remorhaz 82 1 Hydra 83 1 Roc 84 1 Purple Worm 85-89 2d6 Trees, Awa. 90-93 1d6 Treants 94 1 Gynosphinx 95 1 Androsphinx 96 1 Dragon, Brass Wyr 97 1 Dragon, Copper Yg 98 1 Dragon, Bronze Yg 99 1 Dragon, Silver Adlt 100 1 Dragon, Gold Anc Monster Master Prerequistites: 17th level, Pocket Monster Evolution Whenever you use your Pocket Monster ability, your pocket monster is summoned with its own minions. You may summon up to 8 additional creatures whose challenge ratings may not exceed 1/2. These creatures attack the monster(s) your Pocket Monster attacks and defends your pocket monster from harm. Treat these monsters as if they were summoned by a Conjure Animals spell. Helping Hands You may expend a use of your Mitotic Sphere to conjure an army of disembodied hands to help you in your non-combat endeavors. For the next 8 hours, you have advantage on ability checks related to Crafting, Researching, and Training and any other non-combat activity your DM deems logical for the hands to help you out with. Surgeon Application Preserve the Living Signature Evolution

You gain access to the “Preserve the Living” spell-like ability below. You may use this ability up to 3 times before a long rest. You may not use this ability if you suffer from any level of exhaustion. Preserve the Living Evocation Cantrip Casting Time: 1 action

1 action Range: 10 Feet per level of Biomancy

10 Feet per level of Biomancy Components: S

S Duration: 24 hours You fortify the molecular structure of one living creature, granting it increased durability for the spell’s duration. The recipient receives 1d8 temporary hit points. At 5th level, you may have up to two targets each receive 2d8 temporary hit points. At 11th level, you may have up to three targets each receive 3d8 temporary hit points. At 17th level, you may have up to four targets each receive 4d8 temporary hit points. Creatures that have received temporary hit points from this spell can not receive any more for 24 hours. Brilliant Preserver Prerequisites: 5th level

You may use d12’s for your Preserve the Living ability. Keen Intern Prerequisites: 11th level

You’ve imparted vast biomantic knowledge onto your intern. Your intern is now level 3, with a little help from a 1-day surgical procedure. You may choose a specialization for them and decide which new spells and evolution they learn. Leveling otherwise works as it would for a player character. Once per long rest, you may command your intern to expend a spell slot as a free action. If you do, restore one of your spell slots.

Append Racial Characteristics You may spend 10 minutes applying the racial characteristics of a humanoid creature you’ve previously autopsied to a willing, living humanoid creature. In addition to temporarily acquiring the traits of the appended race, the target is effectively disguised - unless it reveals its true nature, others must make a successful investigation check (DC = your spell save DC) to identify the target’s true race and identity. This ability lasts 24 hours and can’t be used again until you finish a long rest. Append Features Prerequisite: 11th level, Append Racial Characteristics Evolution You may spend 10 minutes applying the extraordinary features of a creature you’ve previously autopsied to a willing, living creature. The target must be no more than 1 size class different from the creature whose feature is being appended. The added appendage grants the target whatever ability it granted on the original creature. For example, appending eagle wings to a half-elf allows the half-elf to fly and adding a unicorn’s horn to a pegasus allows the pegasus to make an additional Horn attack. If you are adding an appendage that would grant the target a magical attack or spell-like ability, you must make an intelligence check (DC = 20) or this ability fails. This ability lasts 24 hours and can’t be used again until you finish a long rest. Patch Up You apply emergency healing to a wounded ally. As an action, lay hands on a willing creature. That creature regains half of its maximum hit points. You may not use this ability again until you finish a long rest. Know-it-All You learn 2 additional spells from the Biomancer spell list. These spells must be of a level no higher than your slot level. Obsessive Academic Prerequisites: 17th level, Know-it-All Evolution You learn 2 additional spells from the Biomancer spell list and gain an additional spell slot. The spells you learn must be of a level no higher than your slot level. Tactilitician Application Tendrils Signature Evolution You may use your tendrils to attack. During combat, you may use your action to initiate your tendrils to attack. Each tendril attacks separately and each may attack a different target within its 10-foot range. Add your proficiency and intelligence bonuses to these attack rolls, but not to damage. Each successful strike with a tendril deals 1d6 bludgeoning damage. You may also use all your tendrils to initiate a grapple against a target no more than 1 size larger than you. To do so, make an intelligence check contested by your target’s strength or dexterity check. If you win the roll, that creature is grappled. All the normal rules of the grappled condition apply, except the creature must contest their strength or dexterity against your intelligence. Sneaky Stalks Your tendrils can grasp objects with greater acuity. You gain expertise (double proficiency) when making Sleight of Hand checks, if you don’t have expertise already. You may also use your tendrils to perform intricate crafting activities like needlework and mechanical operations. All-Tasting Blooms Requires 5th level Fanged mouths consistent with your school form on the tips of your tendrils. Each successful tendril strike now deals 1d10 piercing damage, damage which is treated as being from a magical weapon. Commandeer Prerequisites: 11th level, All-Tasting Blooms Your mouthed tendrils can tap into the spine of your targets and you may attempt to play puppet master with their bodies. When you hit with 4 or more tendril attacks in a round, you may have the mouths of your All-Tasting Bloom ability attempt to take control of your target. Your target must make an Intelligence save (DC = your spell save DC) or come under your control. The target automatically repeats this save at the beginning of each round, but loses its turn for the round it successfully frees itself. You may voluntarily end this control at any time. While in control of another creature, you can take any action or reaction that creature could take. However, having the creature move more than 10 feet away from you ends the effect. The effect also ends if the tendrils connected to the creature take damage or lose contact with the creature for any reason. All-Seeing Blooms Eyes form at the end of your tendrils. If you don’t possess these traits already, you gain darkvision and expertise (double proficiency) when making perception checks. Beholder Rays Prerequisites: 11th level, All-Seeing Blooms Three times before each long rest, you may use your All-Seeing Bloom eye-affixed tendrils to make an attack identical to a beholder’s Eye Rays attack. Each use of this ability replicates a single ray, you use your spell save DC instead of the values listed on the beholder’s chart, and a d10 determines which ray is fired. Oily/Sticky Tendrils Prerequisites: 5th level Your tendrils can excrete a) Biologic Adhesive or b) a Biologic Oil at will. When coated with the adhesive, you can move as if affected by the Spider Climb spell. If coated with the oil, you can move as if affected by the Freedom of Movement spell.

Convergent Evolutions A biomancer who reaches level 20 becomes a paragon of both their school and application, gaining a powerful ability that entwines the two. Become Requires School of Skins and Progenitor Your knowledge of the molecular makeup of powerful creatures lets you become one in your time of need. If you fall below ¼ of your total hit points, you may, as a free action, transform into any creature you have autopsied, regardless of challenge rating, for 2 minutes. You gain its stats but retain your Intelligence score and cognizance. Your hit point total becomes ¼ of your new form’s hit point maximum (rounded down). If your hit points in this form are reduced to zero, you return to your original form, unconscious. Decide Requires School of Skins and Surgeon Your command over molecular structures lets you strengthen and collapse these structures with marvelous efficacy. You may expend a spell slot to cast one of the following spells: Power Word Heal or Power Word Kill. You may not use this ability again until after you finish a long rest. Devour Requires School of Skins and Tactilitician Whenever you deal damage with your tendrils, you regain hit points equal to half the damage dealt (rounded down). Mould (requires school of spores and progenitor): Your spores now rapidly develop into other lifeforms upon being released. Whenever you expend a use of your spores, you may choose a creature you’ve autopsied with CR 1 or less. Generate 1d4 of that creature, who are obedient to you. Creatures generated this way disappear after you finish a short or long rest. Voyage Requires School of Spores and Progenitor You may expend one use of your spores to travel to any plane of existence you have visited before. Harvest Requires School of Spores and Surgeon The bodies of your enemies make for a fecund canvas on which to fulfill your fungal fantasies. You may destroy the corpse of a recently deceased creature during a long rest. If you do, double the number of spores and mushrooms you produce during that period. Exhale Requires School of Spores and Tactilitician You are a living bomb of biological terror. You may use your action to oscillate wildly and emit a cloud of spores through your fungal tendrils. All other creatures within a 50 foot spherical radius of you must make a constitution save (DC = your spell save dc). On a failed save, creatures in the sphere take 8d10 poison damage and must roll a d6 to determine a condition as follows 1= Blinded; 2= Charmed; 3= Frightened; 4= Poisoned; 5= Incapacitated; 6= Unconscious. On a successful save, they take half that much damage and suffer no additional effect. You may not use this ability again until after finishing a long rest. Cultivate Requires School of Stems and Progenitor You temporarily alter up to one mile of terrain around you, changing it into a lush forest. As an action, you may transform the area into difficult woodland terrain. This ability also creates 4d6 awakened trees that are obedient to you, though they are dispersed randomly around the altered terrain. This ability (including the awakened trees) lasts one hour. This ability can’t be used again until you finish a long rest. Embark Requires School of Stems and Surgeon You are an expert at bridging the gap between plant and animal. You may use an action to turn your intern into a treant for the next three minutes. Your intern retains its biomancer abilities and, beside its capacity to use the treant’s attacks and abilities, otherwise acts as it normally would. If your intern’s hit points are reduced to zero, they return to their original form, unconscious. You may not use this ability again until you finish a long or short rest. Bloom Requires School of Stems and Tactilitician As a bonus action, you may have fragrant flowers blossom along the length of your tendrils. All creatures who can see and/or smell the flowers must make a Charisma save (DC = your spell save DC) or be unable to attack. Creatures who fail the saving throw may make it again once per minute or when they take damage. The flowers last for 10 minutes and then fade back into the tendrils. You must finish a long or short rest before using this ability again. Multiclassing To add biomancer as a multiclass, you must have an intelligence score of at least 13. Upon acquiring a level in this class, you gain proficiency with Nature checks, Herbalism Kits, and Poisoner’s Kit

Biomancer Spell List Cantrips (0 Level) Druidcraft

Friends

Light

Spare the Dying

Thaumaturgy

True Strike

Primal Savagery (XG)

Word of Radiance (XG) 1st Level Animal Friendship

Arms of Hadar

Bane

Charm Person

Chromatic Orb

Color Spray

Command

Cure Wounds

Detect Poison and Disease

Disguise Self

Dissonant Whispers

Entangle

Expeditious Retreat

Find Familiar

Grease

Healing Word

Heroism

Inflict Wounds

Jump

Longstrider

Mage Armor

Purify Food and Drink

Sleep

Tasha’s Hideous Laughter

Cause Fear (XG)

Chaos Bolt (XG)

Snare (XG) 2nd Level Aid

Alter Self

Beast Sense

Blindness/Deafness

Calm Emotions

Enhance Ability

Enthrall

Hold Person

Lesser Restoration

Locate Animals or Plants

Melf’s Acid Arrow

Moonbeam

Protection from Poison

Ray of Enfeeblement

Suggestion

Web 3rd Level Aura of Vitality

Beacon of Hope

Fear

Feign Death

Fly

Haste

Mass Healing Word

Protection from Energy

Slow

Water Breathing

Water Walk

Life Transference (XG 4th Level Aura of Life

Aura of Purity

Blight

Compulsion

Confusion

Dominate Beast

Evard’s Black Tentacles

Freedom of Movement

Locate Creature

Polymorph

Stoneskin

Charm Monster (XG) 5th Level Antilife Shell

Awaken

Cloudkill

Commune with Nature

Contagion

Dominate Person

Dream

Greater Restoration

Hold Monster

Mass Cure Wounds

Skill Empowerment (XG) 6th Level Circle of Death

Contingency

Disintegrate

Eyebite

Flesh to Stone

Harm

Heal

Mass Suggestion

Otto’s Irresistible Dance

Sunbeam

Transport Via Plants

True Seeing

Wall of Thorns

Create Homunculus (XG)

Primordial Ward (XG) 7th Level Finger of Death

Prismatic Spray

Regenerate

Power Word Pain (XG) 8th Level Animal Shapes

Antipathy/Sympathy

Clone

Dominate Monster

Feeblemind

Mind Blank

Power Word Stun

Sunburst

Abi-Dalzim’s Horrid Wilting (XG) 9th Level Foresight

Mass Heal

Power Word Heal

Power Word Kill

Prismatic Wall

Shapechange

Time Stop

True Polymorph

Mass Polymorph (XG) Extra School of Stems Spells Cantrips: Thorn Whip

Solar Blast* (Eldritch Blast with Radiant Damage) 1st level spell:

Hail of Thorns

Goodberry 2nd level spells:

Barkskin

Spike Growth 3rd level spells:

Plant Growth

Speak with Plants 4th level spells:

Grasping Vine

Fabricate 5th level spells:

Tree Stride

Creation Extra School of Spores Spells Cantrips: Acid Splash

Guidance 1st level spell:

Fog Cloud,

Ray of Sickness 2nd level spells:

Crown of Madness

Enlarge/Reduce 3rd level spells:

Gaseous Form,

Stinking Cloud 4th level spells:

Hallucinatory Terrain,

Vampiric Touch 5th level spells:

Enervation (XG)

Negative Energy Flood (XG) Extra School of Skins Spells Cantrips: Infestation (XG)

Poison Spray 1st level spell:

Speak with Animals,

Beast Bond (XG) 2nd level spells:

Animal Messenger

Spider Climb 3rd level spells:

Conjure Animals Catnap (XG) 4th level spells:

Giant Insect

Insect Plague 5th level spells:

Geas

Modify Memory