Druidic Circle: Circle of Biomancy

Most druids are simply content with letting nature take its course, often making it their mission to protect it from outside interference. Druids of the Circle of Biomancy, on the other hand, acknowledge that nature is not a fixed constant, but rather something that has perpetually changed, adapted, evolved, and mutated throughout the ages. Those that do will survive and thrive, and those which fail will succumb to death, so these druids make it their mission to protect nature not by keeping it in its current state, but by spurring on its change through whatever means necessary.

To be a Biomancer, as these druids are commonly called, one must take a more clinical look at the nature of life itself and accept the interference of outside factors as a stimulus for evolution. As such, these druids tend to be more comfortable, or at least less disturbed, by things like civilization and manufactured goods as a result.

Circle of Biomancy Class Features

Druid Level Feature 2st Circle Spells, Induce Mutation 6th Induce Mutation Improvement, Mutant Shape 10th Enhanced Metamorphosis 14th Apex of Evolution

Circle Spells

Your focus on magic that twists and manipulates organisms gives you access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Biomancy Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the Druid spell list, the spell is nonetheless a Druid spell for you.

Biomancer Expanded Spells

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

Induce Mutation

At 2nd level, you can induce a temporary mutation in yourself or nearby creatures. As an action in either your human or beast form, you can expend a spell slot 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 mutations for 1 minute. If a mutation has multiple options, you choose one when the mutation is applied. If the mutation lets you use it as an action or bonus action, the creature may do so if you let them.

Mutations 1 Bioluminescent Hide - The creature develops runic patterns on its body, granting either an advantage or disadvantage on saving throws against spells. 2 Cellular Regeneration - The growth of the mutated creature’s cells is changed. Whenever the mutated creature would heal, the number of hit points it gains is increased or decreased by a number equal to your Wisdom modifier (minimum of 1). At 10th level in this class, you may add your Proficiency bonus to this number. 3 Limb Growth - The creature grows an additional limb, such as a tentacle or claw, which you can control as an Action or Bonus Action. The limb is a natural weapon with a range of 10 ft, and can be made to perform simple tasks like grab objects or to make melee attacks using your Wisdom modifier dealing 1d8 bludgeoning, piercing, or slashing damage. If the attack hits, you can grapple the target (escape DC equal to your Spell Save DC). The limb cannot attack if it is grappling a creature, and can only grapple one creature at a time. At 10th level in this class, its damage increases to 2d8 and a range of 15 ft. 4 Muscle Alteration - You strengthen or weaken a creature’s muscles. The creature either gains or loses 10 ft to its walking, jumping, climbing, swimming, and flying speed, if it has any. At 10th level in this class, this increases to 20 ft. 5 Sensory Alteration - The creature’s sight is heightened or dulled, either gaining or losing 30 ft of darkvision. At 10th level, the creature also adds or subtracts your Wisdom modifier to its Perception, Passive Perception, and Initiative (minimum of 1). 6 Skeletal Alteration - The creature’s skeletal structure is mutated, giving it either advantage or disadvantage (your choice) on Strength and Dexterity throws made against effects that would knock it prone or grapple it. At 10th level, this expands to all Strength and Dexterity saving throws.

The mutation harmlessly rots away after 1 minute, or earlier if the creature dies or you choose to end it (no action required). Mutations remain on a creature even if it changes forms, whether it be due to a Polymorph spell, a Lycanthropy curse, the Wild Shape feature, or similar. If a creature’s saving throw against this feature is successful, it cannot unwillingly receive mutations for 24 hours.





Credit: Willian Murai