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Biomancy

1st Circle

Body Puppetry (black)

Puppet Strings – You may send strings of biomancy to ensnare a creature you can see within 30 feet of you by making a ranged spell attack as an action. If successful, the target is "strung" by you for as long as you concentrate, up to 1 minute, and you may use the following abilities on it. The target may use its action to attempt a constitution saving throw to end this effect early. This effect also ends early if the target moves more than 60 feet away from you, ending at the end of the target's current turn.

Attack: (4 FP)

As an action, you may direct the strung creature to attack a target of your choice within its reach, using whatever weapon it is currently holding (or an unarmed strike if it is not holding anything). A successful constitution saving throw imposes disadvantage on the strung creature's attack roll if it does not wish to harm their target.

Bind: (2 FP)

As a bonus action, you may cause the target's speed to be reduced to 0 feet unless you choose to let it move, for the duration. You may attempt to force it to move in a way you desire at up to half its normal speed; the target may attempt a constitution saving throw to avoid its movement being controlled, and if successful, it may move on its own volition at half its normal speed.

Bypass:

If the target is paralyzed, it may ignore that condition for as long as it is strung.

Command: (3 FP)

As an action, or when you first use your strings, you may attempt to force your target to take one of the following actions. A successful constitution saving throw allows them to ignore your command.
  • Approach: The target moves toward you by the shortest and most direct route, ending its turn if moves within 5 feet of you.
  • Drop: The target drops whatever it is holding and ends its turn.
  • Flee: The target spends its turn moving away from you as fast as possible.
  • Grovel: The target falls prone and then ends its turn.
  • Halt: The target doesn't move and takes no actions. A flying creature stays aloft if it is able to do so, moving the minimum distance it needs to remain in the air.

Hinder: (1 FP)

You may roll your focus die as a reaction when the strung target rolls a d20, applying the result as a penalty to that roll.

Blades of Blood (black)
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Grafting (black)
(All about attaching new things to you and using external sources to replace hit dice)

Mend Flesh (black)
Flesh Sculpting: (0+ FP)

You can remove minor scars and set broken bones to heal much quicker than normal. (This cures or reduces some conditions probably, related to broken bones or grievous wounds)

Reattach: (3 FP)

You may reattach a severed body part to a creature as an action by pressing it to its original position; the target also heals hit point damage equal to 1/4th its maximum hit points.

Regenerate: (5 FP)

You may regenerate lost portions of a creature's body, requiring you to maintain concentration and contact with the subject. For up to 1 minute, the target heals 1 hit point each round, and regenerates 3 cubic inches of missing muscle, skin, or bone, 2 cubic inches of missing simple organs (such as intestines, lungs, or stomach), or 1 cubic inch of specialized organ or nervous tissue (such as eyes and brain matter).

Sever: (5 FP)

On a hit when using rend, you may reduce the damage dealt to force the target to make a constitution saving throw, equal to 5 + half of the damage sacrificed. If the target fails this saving throw, it loses one of its limbs. You may choose the limb lost, but you must also sacrifice a minimum amount of damage in order to select it (8 points for an arm, 12 points for a leg or wing, 20 for a head).

Mental Contact (blue)
(gain ability to use short range telepathy)

  • Dream/Nightmare
  • Mind Whip
  • Read Mind

Plaguebearer (black)

Diagnose – By touching a creature, you may attempt to diagnose any diseases it is affected by as an action. You may spend focus points when doing so, gaining a bonus to your medicine check to identify diseases and symptoms equal to the amount of focus points spent.

Sudden Fever: (2 FP)

You may touch a creature as an action (a melee spell attack if the target is unwilling) to help it fight a disease, or to inflict it with a terrible fever to disrupt it.
  • Cure: The target takes fire damage equal to your focus die and applies this damage as a bonus to its constitution saving throw to end any diseases it is currently affected by.
  • Cause: The target is poisoned and takes fire damage equal to your focus die at the start of each of its turns while affected by sudden fever. It may attempt a constitution saving throw at the end of each of its turns to end this effect.

Upset Stomach: (3 FP)

You may make a melee spell attack against a living creature, on hit, the target takes poison damage equal to your cantrip die and must make a constitution saving throw or become poisoned for 1 minute. While it is poisoned, the creature must make a constitution saving throw at the start of each of its turns or take additional poison damage equal to your cantrip die and be unable to take any action other than retching and vomiting that turn, and its movement speed is halved.

Telempathic Projection (blue)
(concentrate to gain ability to sense emotions; advantage on insight and intimidation checks)

  • Calming: (2 FP)
  • Charm: (1 FP)
  • Ferocity: (2 FP)
  • Terrify: (3 FP)

Toxicity (black)
(When struck by an unarmed strike or while grappled, you may deal poison damage to your attacker equal to your focus die. If the attacker takes 4 or more points of poison damage from this ability, they are poisoned until the end of their next turn)

  • Absorb Poison: (draw poison out of an ally and transfer it to yourself; can apply the poison once as if you used brew poison.)
  • Brew Poison: (2 FP) As a bonus action, you cause your blood to become toxic; for the next minute, you may deal 1 point of damage to yourself to apply your blood to a piercing or slashing weapon (or an unarmed strike) as part of an attack with that weapon. This poison deals poison damage based on your cantrip scaling, and a successful constitution saving throw halves this damage.
  • Gaseous Toxin: (apply brew poison effect as a gas attack in a 10ft cloud)
  • Specialized Poison: (ignore a creature's resistance to poison based on if you are proficient in relevant skills, apply vulnerability to poison if no resistance)

Second Circle

Apoptosis (black)
(ways to deal necrotic damage to a target; causes fatigue and can remove special abilities)

Autotrophy (white)
(allows self limited sustainability via magic)

Mental Compartmentalization (blue)
(protects against mental effects, increases time frame for resuscitation)

Third Circle

Fourth Circle

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Page last modified on August 19, 2025, at 05:17 AM