Biomancer
Biomancers are arcano-biological innovators who view the living body not as sacred, but as endlessly modifiable. Where others see flesh and bone, a Biomancer sees systems—chemical reactions, structural reinforcements, and programmable responses. Through careful study and engineered serums, grafts, and symbiotic devices, they reshape and enhance the biology of creatures both mundane and magical. Whether patching wounds with living mesh or driving allies beyond natural limits with tailored injections, Biomancers walk the fine line between healer and experimenter.
Unlike traditional medics, Biomancers are not bound by the ethics of stasis. They constantly refine their prototypes to grant greater strength, faster reflexes, or even short-term regenerative capabilities. In battle, they stride alongside warriors not to cast spells from afar, but to inject, rewire, and reinforce on the move. To a Biomancer, evolution is a choice—and they carry the tools to force it.
"Life is the greatest machine ever made. I simply learned how to rewire it."
Biomantic Magical Engineering Options
2nd-Level Artificer (Biomancy) Feature When you create Prototype Devices, you may choose from among those listed here in addition to the options available to all Artificers. Biomantic PrototypesMuscle Stimulant Injector
A small vial of strange green liquid with a sharp needle. As an action, you can inject the serum into a willing creature you touch. For 1 minute, the target gains a +10 bonus to movement speed, and has advantage on Strength and Dexterity ability checks. Once used, this Prototype is destroyed. Overclock: You can use this Prototype as a bonus action, and the target gains an additional +30 bonus to movement speed and has advantage on Strength and Dexterity ability checks, Strength-based attacks, and Strength saving throws for 1 minute. After the effect ends, the creature suffers 1 level of exhaustion as the stimulant burns out their muscles. Signature: The stimulant's effects now last for 10 minutes instead of 1, and the target ignores nonmagical difficult terrain while under its effects.Myofiber Meshwrap
A wearable fibrous wrap that reinforced muscle groups. While wearing this object, a creature gains a +1 bonus to Strength-based attack and damage rolls. Overclock: When Overclocked, the wearer gains a +2 to Strength-based attack and damage rolls for 1 minute, and the first Strength-based damage roll they make each turn deals an additional 1d6 damage. After this time, the Prototype is destroyed. Signature: The meshwrap adapts to the user's movements, granting a +1 bonus to all Strength-based ability and skill checks.Spinal Feedback Rod
A long, silvery piece of metal that connects securely to the back of a creature, providing a stronger danger response. The wearer gains a +1 bonus to initiative, and the creature can stand from Prone as a bonus action without expending movement. Overclock: For 1 minute, the wearer gains advantage on Initiative rolls, can't be surprised, and may stand from prone without provoking attacks of opportunity. After this time, the Prototype is destroyed. Signature: The wearer gains advantage on saving throws to avoid being Stunned or knocked Prone, and standing from prone no longer consumes an action or movement.Enhanced Pulse Injector
When you create a Pulse Injector Prototype, you can use it from a range of 60 feet rather than touch, and it restores an additional 1d8 hit points to a creature. Additionally, it can be used on a creature not at 0 hit points. If it is, the additional hit points restored scale with your Prototype Device Damage.Organic Reconfiguration
2nd-Level Artificer (Biomancer) Feature Your research into biology allows you to modify organic structures and enhance living bodies with your devices. You gain 2 hit points, and gain 1 additional hit point each time you gain a level in this class. Additionally, you gain proficiency in Medium Armor. Whenever one or more creatures are affected by one of your Prototype Devices, you may choose to grant them temporary hit points equal to twice your Artificer Power Reservoir. These temporary hit points last for 1 hour.Adaptive Physiology
5th-Level Artificer (Biomancer) Feature Your understanding of organic systems allows your creations to adapt dynamically. When a creature benefits from one of your Prototype Devices, it also gains advantage on the next saving throw within 1 minute. In addition, when you Overclock a Biomantic Prototype, the affected creature gains resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.Augmented Organ Function
9th-Level Artificer (Biomancer) Feature Your devices now support and enhance core biological processes, increasing resilience and survival. While a creature of your choice is under the effects of one of your Prototype Devices, it has advantage on saving throws against Poison and Disease, and while Bloodied, it gains a +1 bonus to AC. Additionally, when a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to expend a Prototype Device to fling an Enhanced Pulse Injector. The creature does not gain a level of Exhaustion due to dropping to 0 hit points in this way. Once you use this feature, you cannot do so again until you finish a short or long rest.Hyperregenerative Prototype
13th-Level Artificer (Biomancer) Feature You've mastered a living graft that can accelerate recovery in the field. When you finish a long rest, you or one willing creature of your choice can have this object grafted onto him or her. As a bonus action, the wearer can activate the graft, causing him or her to regain hit points equal to 5d8 + your Intelligence modifier. After activated, or when you finish a long rest, the graft is destroyed. While wearing the graft, the target gains 1d4 hit points at the beginning of each of their turns while both Bloodied and above 0 hit points.Biomorphic Extremis
17th-Level Artificer (Biomancer) Feature You can temporarily push a subject beyond their biological limits. As a bonus action, you can enhance a willing living creature's body for 1 minute. During this time, the target gains the following benefits:- +2 AC
- Temporary hit points equal to your Artificer level.
- Advantage on Strength, Dexterity, and Constitution saving throws.
- The target can take one additional reaction per round.
- The target can continue to act normally even while at 0 hit points, but still rolls death saving throws as normal. If the target reaches 3 failed death saving throws, they do not die until after this effect wears off. The creature dies even if they end this effect above 0 hit points.
Perfected Symbiosis
20th-Level Artificer (Biomancer) Feature You and your Signature Device now function as one. Your Signature Device becomes sentient, gaining an Intelligence score equal to half of your own, and the ability to communicate telepathically with you. As long as you are wearing or carrying it, you gain the following benefits:- You cannot be surprised.
- You regain 1 use of Flash of Genius when you roll initiative for the first time in a combat.
- If you would drop to 0 hit points, the device releases an emergency burst of biochemical energy, and you regain half of your maximum hit points and gain resistance to all damage until the start of your next turn. This destroys your Signature Device, and you cannot benefit from this feature until you finish a long rest.
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