Biomancy Goodies

Markdown text version

Spells

Back to Top

Spell Level Class Alt. School
pins & needles Cantrip druid, sorcerer, warlock, wizard evocation
chameleon skin 1st druid, wizard transmutation
endoleech 2nd druid, sorcerer, warlock, wizard evocation
preserve 2nd druid, paladin, wizard abjuration
zippit! 3rd druid, sorcerer, warlock, wizard transmutation
frogskin 4th druid, sorcerer, warlock, wizard transmutation
bone cage 5th druid, paladin, warlock, wizard necromancy
lungburst 6th sorcerer, warlock, wizard evocation

Pins & Needles

biomancy cantrip (can be replaced with evocation)

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Instantaneous
Class:
Druid, Sorcerer, Warlock, Wizard

You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chameleon Skin

1st-level biomancy (can be replaced with transmutation)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (red, yellow, and blue pigment)
Duration:
Concentration, up to 10 minutes
Class:
Bard, Druid, Ranger, Wizard

You imbue a creature you touch with pigment so that its skin, and anything it wears or carries, slowly shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.

If the target did not move during its last turn, creatures have disadvantage on any Wisdom (Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Endoleech

2nd-level biomancy (can be replaced with evocation)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (red, yellow, and blue pigment)
Duration:
Instantaneous
Class:
Druid, Sorcerer, Warlock, Wizard

You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Preserve

2nd-level biomancy (can be replaced with abjuration)

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (some ether)
Duration:
24 hours
Class:
Cleric, Druid, Paladin, Ranger, Wizard

With a flare of brilliant octarine light, each creature within a 10-foot-radius sphere centered on a point you can see within range must succeed on a Charisma saving throw or become soulbound for the duration, its magical essence tied to its physical (or incorporeal) form. If a creature dies while soulbound, its magic is bound to its components for 24 hours allowing harvesting to start at any time within this period. Once harvesting starts on a corpse under the effect of this spell, the spell ends for that corpse. Creatures possessing robust or more powerful essence (typically, those of CR 7 or higher) automatically succeed on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the strength of the essence possessed by creatures that allows them to automatically succeed on the saving throw increases by one tier for each two slot levels above 2nd. Creatures with potent or more powerful essence (typically CR 12 or higher) automatically succeed at 4th level, mythic (typically CR 18 or higher) at 6th level, and deific (typically CR 25 or higher) at 8th level.

Zippit!

3rd-level biomancy (can be replaced with transmutation)

Casting Time:
1 reaction, which you take when a creature within range vocalises
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute
Class:
Bard, Druid, Sorcerer, Warlock, Wizard

In response to a creature vocalizing, you make a sharp sound and hold a finger up in an attempt to interrupt them. The target must succeed on a Constitution saving throw or become silenced as its mouth is fused shut for the duration. If you silence a target that is casting a spell with verbal components, the target’s spell slot isn’t expended, but its action is wasted.

At the end of each of its turns, the target can make a Strength saving throw as it tries to tear open its mouth. On a success, the target takes 1d8 slashing damage and is no longer silenced. Alternatively, as an action, the target can use a bladed implement to cut open its mouth, taking 1d8 slashing damage and ending the silence.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Frogskin

4th-level biomancy (can be replaced with transmutation)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (some frogspawn)
Duration:
Concentration, up to 1 minute
Class:
Druid, Sorcerer, Warlock, Wizard

You morph your skin and clothing into that of a slimy, poisonous frog. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d10 poison damage and is poisoned until the end of your next turn. Until the spell ends, you can use an action on each of your subsequent turns to make this attack again.

Slimy. For the duration, you have advantage on checks and saves made to avoid being grappled or restrained, and disadvantage on any attempts you make to grapple a target. Each creature grappling you, or that you are grappling, must make a Constitution saving throw at the start of each of its turns, taking 3d10 poison damage on a failure, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, both damages increase by 1d10 for each slot level above 4th.

Bone Cage

5th-level biomancy (can be replaced with necromancy)

Casting Time:
1 action
Range:
Self (20-foot-radius sphere)
Components:
V, S, M (the bones of at least one non-animated corpse, which the spell consumes)
Duration:
1 minute
Class:
Cleric, Druid, Paladin, Warlock, Wizard

You draw the bones from all corpses within range, forming a carapace of ribcages and femurs. You gain temporary hit points for each Small or larger corpse wholly or partly within range, according to its size, that last for the duration:

Size Temporary Hit Points Gained
Small 1d6+1
Medium 1d8+2
Large 1d10+5
Huge 1d12+12
Gargantuan 1d20+25

As an action on a subsequent turn, you can cause your armor of bones to erupt, expending all remaining temporary hit points. Each other creature within range must make a Dexterity saving throw, taking piercing damage equal to your expended temporary hit points on a failure, or half as much damage on a success. Whatever the manner in which the temporary hit points are lost, the bones shatter and can’t be used in this way again.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of this spell increases by 10 feet for each slot level above 5th.

Lungburst

6th-level biomancy (can be replaced with evocation)

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
Instantaneous
Class:
Sorcerer, Warlock, Wizard

You cause rapid and unpredictable changes in the internal air pressure of a creature you can see, rupturing its breathing apparatus. The creature must make a Constitution saving throw. A creature that is holding its breath makes this saving throw with disadvantage. On a failure, a creature takes 7d6 thunder damage, 7d6 necrotic damage, and immediately begins suffocating. On a success, a creature takes half as much damage and does not begin suffocating. A creature suffocating in this way can repeat the saving throw at the end of each of its turns, ending its suffocation on a success.

A creature that does not need to breathe is immune to the effects of this spell. A greater restoration, heal, or wish spell can restore a creature’s ability to breathe, and end its suffocation.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thunder and necrotic damage both increase by 1d6 for each slot level above 6th.

Magic Items

Back to Top

Polyhedrooze Craftable Items

Item Name Item Type Rarity Attunement Components Essence Value
Bomboozler Wondrous item Rare Phial of polyhedrooze acid Robust 900 gp
Bomboozler Wondrous item Very rare Phial of polyhedrooze acid Robust 4,800 gp
Caltrooze Wondrous item Uncommon Phial of polyhedrooze ooze Frail 180 gp
Flooze Weapon (flail) Uncommon Required Gooey polyhedrooze wishbones (3) Frail 600 gp
Flooze Weapon (flail) Very rare Required Gooey polyhedrooze wishbones (3) Potent 9,600 gp
Oozemat Coat Wondrous item Rare Required Polyhedrooze membrane Robust 3,500 gp

Bomboozler

Wondrous item, rare

Within this sturdy, corrosion-resistant polyhedron is a phial of polyhedrooze ooze; a caustic substance with remarkable powers of biological alteration.

Caustic Calamity. As an action, you can press a button on the polyhedron, crushing the phial, and then toss the device up to 60 feet away. The resulting chemical reaction produces an explosion of acid in a 20-foot radius. Each creature in the area must make a DC 15 Dexterity saving throw, taking 4d6 acid damage on a failed save, or half as much damage on a successful one. In addition, the reaction produces unpredictable biomantic effects on a failed saving throw. Roll a d10 and consult the table below to determine the effect. If a creature comes under an effect lasting 1 minute, it can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

d10 Effect
1 The acid stops regeneration and healing. The creature can’t regain hit points for 1 minute.
2 The acid coats creatures, dissolving them. The creature takes 2d6 acid damage at the start of each of its turns for 1 minute.
3 Parts of creatures’ bodies meld together. The creature has disadvantage on attack rolls for 1 minute.
4 The acid fuses feet and footwear to the ground. The creature is restrained until the end of your next turn.
5 The acid fuses the eyelids shut. The creature is blinded until the end of your next turn.
6 The acid causes creatures’ skin to become phosphorescent. The creature is under the effect of the faerie fire spell for 1 minute.
7 The acid causes growths to appear and disappear on creatures’ bodies, hindering their actions. The creature is under the effect of the bane spell for 1 minute.
8 The acid causes creatures to shrink. The creature is under the reduce effect of the enlarge/reduce spell for 1 minute.
9 The acid fuses mouths shut. The creature is under the effect of the zippit! spell for 1 minute.
10 Roll twice on the table, rerolling any further 10s and duplicate results.

Once this property of the item has been used, it can’t be used again until the next dawn and a new phial of polyhedrooze ooze has been installed in the device.

Very rare variant

Increase the DC to 16. You can roll twice on the table, ignoring any duplicate results. The item has the Trigger Warning property.

Trigger Warning. Instead of throwing the bomb, you can use an action to plant it on a surface and set it to detonate in a specific situation. As an action, a creature can disarm a bomb set to explode in this way with a successful DC 16 Dexterity (Sleight of Hand) check. On a failed check, the bomb goes off and the creature that made the check automatically fails the saving throw. Choose one of the following detonation options:

Caltrooze

Wondrous item, uncommon

Filled with a caustic mixture that discharges when stepped on, these tetrahedral caltrops present a much more dangerous hazard than their mundane variety. A typical bag of these 1-inch health and safety nightmares contains 20 caltroozes. Small bubbles of acid forming and bursting inside the caltroozes cause them to roll and shift.

Caltrops. As an action, you can spread a single bag of caltroozes to cover a 5-foot square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature that moves through the area of the caltroozes at half speed makes the saving throw against them with advantage.

Corrosive Chaos. If a creature fails the Dexterity saving throw, roll a d4 and consult the table below to determine what additional effects take place:

d4 Effect
1 The acid in the caltroozes discharges in a single burst. The creature takes an additional 6d6 acid damage.
2 The acid takes on lubricating qualities. While the creature’s speed is reduced by the caltroozes, it must succeed on a DC 15 Dexterity saving throw at the end of each of its turns or fall prone.
3 The acid coats the creature’s feet, continuously eating away at them. While the creature’s speed is reduced by the caltroozes, it takes 1d4 acid damage for every 5 feet it walks or climbs.
4 The acid causes a creature’s feet to temporarily deform. While the creature’s speed is reduced by the caltroozes, it has disadvantage on Dexterity saving throws.

After a creature fails a saving throw against the caltroozes, they are emptied of acid, and you can’t use this property again until you spend 10 minutes decanting a phial of biomantic acid into all the caltrops. The caltroozes can still be used as regular caltrops that deal magical piercing damage.

Flooze

Weapon (flail), uncommon (requires attunement)

The versatility of the magically-enhanced ooze used to craft this flail can’t be overstated. Its high tensile strength allows its ‘chain’ to stretch in response to its wearer’s thoughts, while the flail’s head boasts a hardness and density comparable to steel.

This magic flail deals an extra 1d6 acid damage to the first target it hits on each of your turns. The flail has 8 charges and regains 1d4 + 4 expended charges daily at dawn.

Reachier. While holding the flail, you can expend up to 4 charges (no action required) to increase your reach with this weapon by 5 feet for each charge expended until the end of your turn.

Very rare variant

The flail deals an extra 1d8 acid damage to any target it hits, instead of the first target you hit on each of your turns. The flail gains the Sticky Fingers property.

Sticky Fingers. When you hit a Medium or smaller creature that is holding a weapon or item with an attack using the flooze, you can choose to disarm it of one weapon instead of dealing damage to it. The target must succeed on a DC 16 Strength saving throw or let go of its item, which becomes stuck in the flail. A creature within reach of the flooze can use an action to make a DC 16 Strength check, liberating the stuck weapon on a success. Success or failure, a creature takes 1d4 acid damage when it takes this action. The flail can only hold 2 weapons at a time, and a nonmagical weapon that remains in the flail for 1 minute is completely dissolved. While the flail has weapons in it, you can choose to deal your choice of piercing or slashing damage with it on each hit, instead of the usual bludgeoning damage.

Oozemat Coat

Wondrous item, rare (requires attunement)

Woven from an oozed-based, biosynthetic polymer, this practical garment is the number one choice for field researchers and lab workers alike. It provides the high adaptability and resilience necessary to protect its wearer from any unfortunate accidents that may occur during the noble pursuit of science.

Adaptive Resistance. The versatile fabric of the coat is capable of modifying itself to best suit your needs. After you finish a long rest while attuned to the coat, choose one of the following damage types: acid, fire, lightning, or poison. You gain resistance to the chosen damage type until you finish your next long rest.

Occupational Hazards. While you wear this item, you take half of any damage you would take as the result of failing a Harvesting check.

Crafting Rules

Back to Top

Manufacturing DC & Time

Item Type DC Time
Adventuring gear 11 2 hours
Ammunition (x20) 13 1 hours
Armor (padded, hide, shield) 13 8 hours
Armor (leather, chain shirt, ring mail) 15 16 hours
Armor (chain mail) 16 32 hours
Armor (studded leather, scale mail) 17 24 hours
Armor (breastplate, splint) 18 40 hours
Armor (half plate) 19 80 hours
Armor (plate) 20 200 hours
Instrument 15 16 hours
Potion base 15 2 hours
Ring 15 8 hours
Rod, staff, wand 17 8 hours
Spell scroll base 15 2 hours
Simple weapon 14 8 hours
Martial weapon 17 24 hours
Magitech firearm 19 40 hours
Wondrous item 15 8 hours

Enchanting Rarity, DC, and Time

Item Rarity Essence Enchanting Check DC Consumable Non-Attunement Attunement
Common 12 0.5 hours 1 hours 2 hours
Uncommon Frail 15 4 hours 10 hours 20 hours
Rare Robust 18 20 hours 40 hours 80 hours
Very Rare Potent 21 80 hours 160 hours 320 hours
Legendary Mythic 25 320 hours 640 hours 1,280 hours
Artifact Deific 30 50,000 hours 100,000 hours 200,000 hours

Tools and Their Products

Tool Ability Item Types
Alchemist’s supplies Intelligence Potions; miscellaneous (any salves or lotions)
Brewer’s supplies Constitution Potions
Calligrapher’s supplies Dexterity Scrolls
Carpenter’s tools Dexterity or Strength Ammunition (arrows and bolts), rods, staves, wands, weapons (polearms, blowguns, clubs, darts, greatclubs, javelins, longbows, nunchucks, quarterstaves, shortbows, tridents); miscellaneous (anything made of wood)
Cartographer’s tools Dexterity or Intelligence Maps; miscellaneous (anything involving paper)
Cobbler’s tools Dexterity or Intelligence Miscellaneous (footwear)
Cook’s utensils Constitution Food
Glassblower’s tools Dexterity or Constitution Rods, staves, wands; miscellaneous (anything made of glass)
Herbalism kit Intelligence Potions; miscellaneous (any salves or lotions)
Jeweler’s tools Dexterity Miscellaneous (anything involving jewels or precious metals)
Leatherworker’s tools Dexterity Armor (light or hide), weapons (whips)
Mason’s tools Strength Miscellaneous (anything made of stone)
Painter’s supplies Dexterity Scrolls
Poisoner’s kit Dexterity or Intelligence Poisons
Potter’s tools Dexterity Miscellaneous (anything made of clay)
Smith’s tools Strength or Constitution Armor (heavy or medium except hide), rods, staves, wands, weapons (axes, polearms, swords, daggers, flails, javelins, light hammers, maces, mauls, morningstars, tridents, war picks)
Tinker’s tools Dexterity Rods, staves, wands, weapons (crossbows, firearms, tommybows), wondrous items (anything with a mechanism)
Weaver’s tools Dexterity or Constitution Armor (padded), weapons (nets, slings); miscellaneous (cloaks, hats, robes, anything made of cloth)
Woodcarver’s tools Dexterity or Strength Ammunition (arrows and bolts), rods, staves, wands, weapons (polearms, blowguns, clubs, darts, greatclubs, javelins, longbows, nunchucks, quarterstaves, shortbows, tridents); miscellaneous (anything made of wood)

Quirks Gained

Check Minus Crafting DC Number of Quirks Gained
-13 or less Total failure, item destroyed
-12 to -9 Three flaws
-8 to -5 Two flaws
-4 to -1 One flaw
0 to 4 Nothing
5 to 8 One boon
9 to 12 Two boons
13+ Three boons

Essence and Enchanting Boons

Essence Used Item Rarity Maximum Number of Boons
None Common 0
Frail Uncommon 1
Robust Rare 2
Potent Very rare 3
Mythic Legendary 3
Deific Artifact 3