Enigmatic Biomancer (3.5e Class)

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Author: Enigma (talk)
Date Created: 04/12/2021
Status: Prototype
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A Biomancer controls magic that affects living cells. 20

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"Prepared Arcane Casting" is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.

Full


Biomancer

<-general description->.

Making a <-class name->

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-Description of most important attributes for this class->.

Races: <-Description of relative likelihood of various races to join this class->.

Alignment: <-Alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This is calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

<span id="Table: The <-class name->">Table: The <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st + + + + Biohacks, custom microlab, injection expert, primary field of study, scientific method, Test Subject
2nd + + + + Basic Cytocasting, Rapid Recovery
3rd + + + + Advanced Learning
4th + + + + Primary Specialty
5th + + + + Perfect Health, Skeletal Shift
6th + + + + <-any class features gained at this level->
7th + + + + Advanced Learning, Intermediate Cytocasting
8th + + + + <-any class features gained at this level->
9th + + + + <-any class features gained at this level->
10th + + + + Sap Life, Secondary Specialty
11th + + + + Advanced Learning
12th + + + + <-any class features gained at this level->
13th + + + + <-any class features gained at this level->
14th + + + + Advanced Cytocasting
15th + + + + Mastery
16th + + + + Youthful Body
17th + + + + <-any class features gained at this level->
18th + + + + <-any class features gained at this level->
19th + + + + Advanced Learning
20th + + + + Biological Awakening, Thesis

Class Skills (6 + Int modifier per level, ×4 at 1st level)

Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features

All of the following are class features of the Biomancer.

Weapon and Armor Proficiency: Biomancer's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Biomancer's movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells (the same type of spells available to sorcerers and bards), which are drawn from the wizard spell list (see bottom of page). A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the Advancement table below. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8).

Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare (see Preparing Wizard Spells, page 177).



0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", or "(Sp)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions or any other class restrictions. If there are no behavior or alignment restrictions, delete this section.->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-# of levels-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. Remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorEnigma +
Base Attack Bonus ProgressionPoor +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disable Device +, Gather Information +, Handle Animal +, Heal +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Open Lock +, Perform +, Profession +, Psicraft +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Use Magic Device + and Use Psionic Device +
Skill Points6 +
SummaryA Biomancer controls magic that affects living cells. +
TitleEnigmatic Biomancer +
Will Save ProgressionGood +