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Biomancer

fluff quote

(snippets of the class in action, in character)

(brief paragraph describing the class)

section A

describing the source

section B

fluff and relation to abilities

dXtable of some kind
dXtable of some kind

LevelProf. BonusSpecialRend Flesh DamageArts KnownFP
1+2Knit/Rend Flesh, Medic's Training+1d824
2+2Self Sacrifice (d6)+1d839
3+2Field of Study+1d8313
4+2ASI, Knit Flesh +1d8+2d8418
5+3Studied Knack+2d8422
6+3Specialized Field+2d8527
7+3Self Sacrifice (d8)+3d8531
8+3ASI, Knit Flesh +2d8+3d8636
9+4Specialized Field+3d8640
10+4Studied Knack+4d8745
11+4Breakthrough+4d8849
12+4ASI, Knit Flesh +3d8+4d8854
13+5Self Sacrifice (d10)+5d8958
14+5Specialized Field+5d8963
15+5Studied Knack+5d81067
16+5ASI, Knit Flesh +4d8+6d81072
17+6Specialized Field+6d81176
18+6Self Sacrifice (d12)+6d81181
19+6ASI, Studied Knack+7d81285
20+6Grand Thesis , Knit Flesh +5d8+7d81290

Hit Die: d8
Spell Die: d8

Hit points at 1st level: 8 + Constitution score
Hit points each level beyond 1st: 5 + constitution modifier

Proficiencies:

Armor: Unarmored Defense (Intelligence)
Weapons: Light blades, plus one other group of choice
Saving Throws: Constitution, Intelligence
Skills: Medicine, and choose one of the following (or two if you are already proficient in medicine): Arcana, Athletics, Handle Animal, Insight, Persuasion
Tools: Healer's Kit, Herbalism Kit, Poisoner's Kit

Starting Equipment:

  • Menu A (Weapons)
  • Menu B (Armor or ranged weapon)
  • Menu C (kits)
  • accessory items











ASI: etc

Arts: Intelligence based, can learn biomancy of any color, as well as white pyromancy and necromancy.

Knit Flesh: You have the ability to heal a creature with a touch using their own body's resources to close their wounds. As an action, you may touch a creature, allowing them to spend any number of hit dice (up to your proficiency bonus) and immediately heal the amount rolled. You add your intelligence modifier instead of the target's constitution modifier to determine the healing done.

Starting at 4th level, then again at 8th, 12th, 16th, and 20th level, the amount you heal when using Knit Flesh on a creature increases by +1d8. You must speed focus points equal to the number of additional dice, though you may spend fewer focus points to add fewer dice.

Rend Flesh: (Melee spell attack, deals slashing damage based on cantrip dice plus listed amount as necrotic damage, basic constitution save vs the necrotic damage.)

Medic's Training: You have expertise in the medicine skill.

Self Sacrifice: (You can spend your own hit dice for another creature, but it uses the listed die instead of yours or its to determine healing. You also apply your intelligence to the healing instead of the target's constitution.)


(selection features go here, like carnage powers, flame powers, dark lores, etc.)


Subclasses

3rd, 6th, 9th, 14th, 17th main abilities. 20th capstone. Studied Knack (can be shared among them, but modify knit flesh or rend flesh or grant a knew art known) at 5th, 10th, 15th, and 19th. Breakthrough at 11th is choice between two abilities that affect the 14th and 17th level abilities.

  • Assassin: Augments Rend Flesh and can add knit flesh as bonus damage with Studied Strike. Knacks allow adding debilitating effects onto Rend that can also be used on Studied Strike.
  • chirurgeon: Healing and Alchemical focused. Gains some Hemomancy options through knacks.
  • necromancer: Gains full access to necromancy and green magic. Knacks have divination options and extra arts known.
  • saint: Improves Self Sacrifice and grants access to Invocations. Can take damage for allies from a distance.

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Page last modified on August 19, 2025, at 04:43 AM