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# Circle of Biomancy In the plane of Ravnica nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture ofscience and magic, they have spawned countless hybrid mixes of creatures and beasts in search of the perfect union between nature and civilization. Any good Biomancer experiments on their own form as part of the process of control group management. As a result they bolster themselves with a range of notable abilities and enhancements. ### Biomancer's Proficiency When you choose this Druid Circle at 2nd level, you gain proficiency with alchemist’s supplies and herbalism kit and add each one to your inventory. You also become proficient in either the *Nature* OR *Investigation* skills if you are not already.
> The content here is intended to extend the initial material found in the **Guildmaster's Guide to Ravnica**. Players would likely select the *Simic Scientist* background found on page 93 to complement this subclass. \columnbreak ### Radical Science The following spells are added to your spell list: | Spell Level | Spells | |:---:|:-----------:| | cantrip | *acid splash, light, shocking grasp* | | 1st | *disguise self, false life, ray of sickness* | | 2nd | *dragon's breath, see invisibility, spider climb* | | 3rd | *life transference, stinking cloud, vampiric touch* | ### Expedited Evolution Instead of the **Wild Shape** class feature, you've made enhancements to your body based on biological experiments and genetic modification. Starting at 2nd level select two minor adaptations. Add two additional minor adaptations at 6th level and one major adaptation at 10th and 14th level. ### Minor Adaptations You may exchange one minor adaption for another minor adaption each time you advance a level in this class. * **Aquatic.** Gains a swimming speed equal to walking speed. At 8th level add an additional 10 feet to your base swimming speed.
\pagebreakNum * **Climber.** Gain a climbing speed equal to walking speed. At 8th level add an additional 10 feet to your climbing speed.
* **Sprinter.** Add 5 feet to your movement speed. At 8th level add an additional 5 feet to your movement speed.
* **Cryptic Skin.** Change your skin to match surroundings, gain advantage on Stealth checks made to hide. At 8th level you may create the effect of the *invisibility* spell. You may not use the invisibility feature until you take a short or long rest.
* **Heightened Awareness.** You can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes. At 8th level you roll at advantage on all perception checks that make use of your senses.
* **Ink Cloud.** You can use a bonus action to expel a cloud of ink and then move your walking speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on the PC's space before it moves. The sphere is heavily obscured until the ink disperses after l minute. A strong current also disperses the ink cloud. At 8th level it creates the additional effect of the *grease* spell. You may not use the grease feature until you take a short or long rest.
* **Leaping Legs.** With a running start, long jump is 6 * current level feet and high jump is 2 * current level in feet. At 8th level it becomes 10 * current level long jump and 4 * current level high jump.
* **Stabilizing Legs.** Several crablike legs give you advantage on Strength and Dexterity saving throws made against effects that would knock you prone. At 8th level you gain advantage on all Strength and Dexterity saving throws. ### Major Adaptations You may exchange one major adaption for another major adaption each time you advance a level in this class. * **Amorphous Structure.** Can move through a space as narrow as 1 inch wide. At 18th level it can be as narrow as 1/2 an inch.
\columnbreak * **Regeneration.** On a turn you do not take damage you may take an action to heal your level/2 * Wisdom modifier HP. You may not use the grease feature until you take a short or long rest. At 18th level the HP regenerated your level * Wisdom modifier.
* **Manta Glide.** You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. At 18th level you gain the ability to cast the effect of the *fly* spell.
* **Carapace.** Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. At 18th level this bonus increases to +2.
* **Grappling Appendages.** You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d12 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items. or other specialized equipment. At 18th level these strikes do 2d12 damage.
> ##### Authors > *
Jeff Ginger
> *
Andrew Rehn
> ##### Inspiration > The abilities featured in this homebrew subclass are mostly from Wizard's of the Coast
Guildmaster's Guide to Ravnica
.
> ##### Art Credits > *
TBA
> *
TBA
> ##### Changelog > **1.0** - First public release.