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T Wizard: School of Biomancy he School of Biomancy is a specialized branch of magical study within the world of wizards, focusing on the intricate manipulation of living organisms and the profound understanding of life itself. Biomancers are scholars who delve deep into the secrets of biology, seeking to unravel the mysteries of existence and tap into the extraordinary power contained within living beings. Biomancers possess an exceptional grasp of biological principles, drawing upon the fields of anatomy, physiology, and natural sciences. Through their extensive knowledge, they gain the ability to shape and control biological matter, molding it to their will. They can seamlessly merge their magical energies with the intricate web of life, creating a profound connection between themselves and the living world. One of the key aspects of biomancy is the study of healing and restorative arts. Biomancers excel in the understanding of natural remedies, medicinal techniques, and the rejuvenation of life force. They can harness the healing properties of nature to mend wounds, cure ailments, and revitalize their allies, utilizing their magical prowess to enhance the effectiveness of their healing spells. In their pursuit of knowledge, biomancers also explore the boundaries of life’s possibilities. They delve into forbidden arts, experimenting with altering and even creating new life forms. This exploration of the unknown can lead to both great discoveries and immense dangers, as the biomancer delves into the fundamental nature of existence itself. Biomancers are often driven by a sense of responsibility and balance. They understand the delicate harmony of the natural world and strive to preserve it. With their profound understanding of life and their ability to manipulate its building blocks, biomancers can become powerful agents of restoration or agents of chaos, depending on their choices and intentions. Through their mastery of biomancy, they wield a unique and profound connection to the very essence of existence. “With an ethereal grace, Lyra, the Biomancer, stepped onto the battlefield, her very presence a testament to the raw power of life harnessed. In a surge of arcane energy, her body underwent a breathtaking metamorphosis, its form shifting and pulsating with vibrant hues of organic energy. As her limbs elongated and her eyes blazed with an otherworldly light, she became a force of transmuted might, seamlessly blending the resilience of flesh and the potency of magic. In the heart of combat, she danced between adversaries, each movement a manifestation of the fluid harmony between her transformed self and the untamed forces of existence.” – Xarri Xendarro, chronicler Class Features As a member of the School of Biomancy, you have dedicated your studies to the intricate understanding of living organisms and the manipulation of life itself. Whether through careful observation, rigorous experimentation, or tapping into forbidden knowledge, you have unlocked the secrets of harnessing the power of biological matter. Your magic revolves around healing, control, and the creation of life forms. Biomantic Lore Starting at 2nd level, your extensive knowledge of biology and life sciences grants you proficiency in the Medicine skill. Additionally, you can use your Intelligence modifier instead of your Wisdom modifier when making Medicine checks. Biomantic Manipulation Also at 2nd level, your studies into the manipulation of living organisms have granted you the ability to directly control and alter their biological processes. Whenever you cast a spell that affects a living creature, you can choose one of the following effects: Biological Disruption: The target must make a Constitution saving throw against your spell save DC. On a failed save, the target takes additional damage equal to your Intelligence modifier. On a successful save, the target takes half damage. This effect applies only to spells that deal damage. 3
Vital Augmentation: If the spell restores hit points to a creature, the target regains additional hit points equal to your wizard level + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest. Biomantic Enhancement Starting at 6th level, your deep understanding of biological manipulation extends to your own body, allowing you to augment your physical capabilities. As an action, you can channel your biomantic energy, granting yourself enhancements for a duration of 1 minute. During this time, you gain the following benefits: Your speed increases by 10 feet. You have advantage on Strength and Dexterity saving throws. Your unarmed strikes deal an additional 1d6 force damage. Once you use this feature, you can’t use it again until you finish a short or long rest. Biomantic Control At 10th level, you gain the ability to exert control over the life forces of others. As an action, you can target a creature within 60 feet of you that has a current hit point maximum that is less than or equal to your wizard level multiplied by 10. The target must make a Wisdom saving throw against your spell save DC. On a failed save, you gain temporary hit points equal to your Intelligence modifier + your wizard level, and the target’s maximum hit point is reduced by an amount equal to your wizard level. This reduction lasts until the target completes a long rest. Once you use this feature, you cannot use it again until you finish a long rest. Biomantic Evolution At 14th level, you gain the ability to accelerate the natural evolution of creatures. As an action, you can target one creature within 30 feet of you and choose one of the following options: Enhance: The target gains temporary hit points equal to your wizard level + your Intelligence modifier. Additionally, the target gains advantage on all saving throws for the next minute. Adapt: The target gains resistance to a damage type of your choice for 1 minute. If the target already has resistance to that damage type, it gains immunity instead. Mutate: The target’s body undergoes a rapid transformation. The target gains one of the following features for the next minute: Wings: The target gains a flying speed equal to its walking speed. Camouflage: The target gains advantage on Dexterity (Stealth) checks and can attempt to hide when it has only half cover. Natural Weapons: The target’s unarmed strikes deal an additional 1d6 damage of a type of your choice. Once you use this feature, you can’t use it again until you finish a short or long rest. 4