Otherworldly Patron: The Biomancer

Your patron is an inscrutable god or other being of equivalent power, likely without any physical form in our plane of existence that is well-versed in bending the bodies of living things to their whims. Perhaps their mere presence causes such a distortion in the world that life itself becomes twisted, a distortion you learned how to tap into for power. Maybe your parton is a kraken that has taught you a small portion of the dark rituals it uses on itself to enhance it's form. Due to the variety in partrons that could grant you this mastery over life, their goals may vary wildly, assuming, of course, that you didn't acquire this knowledge on your own.

Aside from krakens, more godly patrons (if you could call them that) include, but are not limited to Emrakul, Yaldabaoth, Panzuriel, or a vast majority of the deities in the Cthulhu mythos.

Biomancer Class Features

Warlock Level Feature 1st Expanded Spell List, Bonus Cantrips, Lifecrafter, Induced Mutation 6th Induced Mutation Improvement 10th Sustained Metamorphosis 14th Apex of Evolution, Mutation Master

Expanded Spell List

Being a Biomancer lets you choose from an expanded list of spells whenever you learn a Warlock spell. The following spells are added to the Warlock spell list for you.

Biomancer Expanded Spells

Spell Level Spells 1st Cure Wounds, Inflict Wounds 2nd Alter Self, Melf's Acid Arrow 3rd Aura of Vitality, Haste 4th Evard's Black Tentacles, Polymorph 5th Awaken, Mass Cure Wounds 7th Regenerate 9th Mass Polymorph

Credit: Willian Murai





Bonus Cantrips

At 1st level, you unlock the Primal Savagery and Thorn Whip cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Lifecrafter

At 1st level, your study of biology gives you proficiency in the Nature skill and leatherworker’s tools.

Induced Mutation

At 1st level, you can induce a temporary mutation in yourself or nearby creatures. You have a number of Mutation Points equal to half your Warlock level + your Charisma modifier (minimum of 1). As an action, you may spend a mutation point to force a creature you can see within 15 ft to make a Constitution save equal to your spell save DC.

A creature may choose to fail this save, but creatures with no organic tissue, such as an Iron Golem, automatically succeed. When a creature fails this save, you may give it one of the following minor mutations for 1 minute. If a mutation has multiple options, you choose one when the mutation is applied, and may change it as an Action or Bonus Action.