School of Biomancy (5e Subclass)
From D&D Wiki
The School of Biomancy[edit]
Wizards that choose to study within the School of Biomancy have a keen interest in manipulating the forces of life and a connection to the inherit magic of nature. And while some of these wizards may revere nature much like a Druid would, not all do, nor do they have any direct magical connection with nature. They merely have a keen interest in studying how the forces of nature and life come together and form the world - and more importantly - they seek to learn how to manipulate these forces on their own.
- Biology Student
Beginning at the 2nd level when you take join this school, you gain various proficiencies relating to your study of life. You gain proficiency with the Medicine and Nature skills. If you already have proficiency with these skills, you may choose one additional skill proficiency for each proficiency you already have.
You also gain proficiency with the Alchemist’s Supplies, the Herbalism Kit and the Poisoner’s Kit. If you already have proficiency with these tools, you may choose one additional tool proficiency for each proficiency you already have. Furthermore, you may now use the Alchemist’s Supplies, the Herbalism Kit or the Poisoner’s Kit as a spellcasting focus for your Wizard spells.
Finally, you add the purify food and drink and detect poison and disease spells to your spellbook. Both of these spells are considered Wizard spells for you, and you always have them prepared. They do not count towards your number of prepared spells.
- Biomancy Magic
Additionally at the 2nd level, your studies into the mysteries of life have unlocked various spells for you that other wizards are unable to comprehend. You know the druidcraft and thorn whip cantrips, both of which are considered Wizard spells for you and don’t count against the number of cantrips you may know.
You also gain access to additional spells when you reach certain levels in this class, as shown on the School of Biomancy Spells Table. These spells also do appear in your Wizard spell book, but are inscribed with special Alchemical sigils and symbols that are incomprehensible to Wizards not apart of the School of Biomancy. These spells are considered Wizard spells for you, despite not appearing on the Wizard spell list, but they must be prepared as normal.
Lastly, your experience with the magic of life has expanded your potential for knowing spells. You may prepare an additional number of spells each day equal to half your Wizard level (rounded up). However, all of these additional spells must come from the School of Biomancy spell list.
Wizard Level | Spells |
---|---|
2nd | cure wounds, entangle, alter self, barkskin, enhance ability |
3rd | lesser restoration, spike growth |
5th | mass healing word, plant growth |
7th | aura of life, grasping vine |
9th | greater restoration, commune with nature |
11th | heal |
13th | regenerate |
15th | animal shapes |
17th | mass heal, true polymorph |
- Biological Expert
By the 6th Level, you have attained a subtle mastery over the skills and tools of your trade. You now have double your proficiency with the Medicine and Nature skills. You also double your proficiency with the Alchemist’s Supplies, the Herbalism Kit and the Poisoner’s Kit.
Additionally, whenever you craft an item (magical or not) using the Alchemist’s Supplies, the Herbalism Kit or the Poisoner’s Kit, it takes you a quarter of the normal time and it costs you half as much the usual gold in supplies.
- Life Giver
Once you reach 10th level, your study over the powers of life have unlocked the ability to grant sentience to living creatures or even bring those that have died back to life. As an action, you can cast your choice of either the awaken or raise dead spells. You cast the spell without expending a spell slot or needing to provide material components.
Once you cast either spell using this feature, you must complete 1d4 Long Rests before you cast any spell with this feature again.
- Mastery of Life
Upon reaching the 14th Level in this class, you achieved a complete understanding of life, which has imbued permanent effects in your own body. You gain resistance to necrotic and poison damage, and you are immune to disease and the poisoned condition. Furthermore, you no longer suffer the effects of old age.
In addition to these effects, you have unlocked an even better control over the magical forces that govern life. The following spells are added to your School of Biommancy spell list:
Spell Level | Spells |
---|---|
1st | healing word |
2nd | protection from poison |
3rd | revivify |
4th | death ward |
5th | mass cure wounds |
6th | wall of thorns |
7th | resurrection |
Back to Main Page → 5e Homebrew → Character Options → Subclasses