School of Biomancy
Y
ou are a student of spells that modify energy Boar’s Tenacity: Your back grows thick with coarse brown
and matter; to you, the world is not a fixed thing, hair. When you are reduced to 0 hit points but not killed
but eminently mutable, and you delight in being outright, you can drop to 1 hit point instead. You can't use this
an agent of change. You wield the raw stuff of feature again until you finish a long rest. You become quick to
creation and learn to alter both physical forms anger.
and mental qualities. Your magic gives you the Crocodile Scales: Your skin becomes covered in hard
tools to experiment on yourself and others to green scales. You gain a natural armor of 13 + your dexterity
shape and evolve living creatures to devastating effectiveness. modifier. You feel a constant desire to lay in the sun and relax.
Some transmuters are tinkerers and pranksters, turning Dolphin Lungs: Your skin becomes a pale shade of grey,
people into toads and transforming copper into silver for fun and your nose extends a foot in front of you. You can hold
and occasional profit. Others pursue their magical studies your breath for 15 minutes. You feel playful and have the
with deadly seriousness, seeking the perfection of living desire to play in the water.
organisms through magical means. Flying Squirrel Skin: Your arms and legs grow long skin
that is furry and extends far from your body. Your falling rate
Transmutation Savant of descent slows to 60 feet per round if you are wearing light
Beginning when you select this school at 2nd level, the gold or no armor. When you land you take no falling damage and
and time you must spend to copy a transmutation spell into can land on your feet. When you eat you feel a desire to stuff
your spellbook is halved. your cheeks full of food.
Minor Adaptation Transmutation Adept
Starting at 2nd level when you select this school, you can At 6th level, when you cast a transmutation spell that targets
maintain a single transmutation effect on yourself. During an organic creature, requires concentration, and is 3rd level
each long rest, choose one of the following adaptations to or lower, you can choose to extend the duration as long as
place upon yourself: you maintain concentration on the spell.
Auroch Horns: you grow a long pair of horns on your head. You also add the Enhance Ability spell to your spellbook,
You may use these horns as a natural weapon in which you and treat it as a wizard spell.
are proficient in to deal 1d10 piercing damage. When you use Shapechanger
the Dash action during your turn, you can make a melee
attack with your horns as a bonus action. Grass becomes a At 10th level, you add the polymorph spell to your spellbook,
delicacy for you. if it is not there already. You can cast polymorph without
Cobra Spit: You grow poison sacks in your throat you can expending a spell slot. When you do so, you can target only
use to project poison. You can use your action to spit venom yourself and transform into a beast whose challenge rating is
at a single target within 30 feet. Your target must make a 1 or lower. Once you cast polymorph in this way, you can’t do
constitution saving throw against your spellcasting DC. A so again until you finish a short or long rest, though you can
creature poisoned by your venom is poisoned for 1 minute. still cast it normally using an available spell slot.
The creature can repeat the saving throw at the end of each
of its turns, ending the effect on a success. After you use your
cobra spit, you can’t use it again until you complete a short or
long rest. You feel the need to stare at hostile creatures.
Ostard Legs: Your legs grow abnormally long and
feathered. You may take the Dash action as a bonus action
during each of your turns and your jump distance is tripled
while using the Dash action. You feel especially jumpy around
predators.
Bat Ears: You grow long, leathery ears and the ability to
project sonic vibrations. You gain blindsight 30 ft., but rely on
echolocation and can’t use it while deafened. You either have
a great desire to consume fruit or raw blood - your choice.
Bloodhound Nose: Your nose grows long and black, and
you’re a good boy. You have advantage on Perception and
Survival checks that rely on smell. You find great joy in having
your belly rubbed.
Eagle Eyes: Your eyes grow into a fierce shade of yellow.
You can see up to two miles clearly and have advantage on
Perceptionand Survivial checks that rely on sight. You feel
uncomfortable in enclosed spaces.
Grand Evolution
Starting at 14th level, you can use a bonus action to
transform yourself into a hulking creature. As long as you are
transformed, you can’t cast spells or maintain concentration
and you gain the following benefits:
Your size doubles in all dimensions, and your weight is
multiplied by eight. This growth increases your size by
one category.
You regain 1d12 hit points when you transform and at the
start of each of your turns.
You have resistance to all damage types except psychic.
You have advantage on attack rolls that you make
unarmed, and your unarmed attacks deal 3d12
bludgeoning damage. Your unarmed attacks count as
magical for the purpose of overcoming resistance and
immunity to non-magical attacks and damage.
You have proficiency in Strength and Constitution saving
throws.
You attack twice, instead of once, when you take the
Attack action on your turn. You ignore this benefit if you
already have a feature, like Extra Attack, that gives you
extra attacks.
Your transformation lasts 1 minute, and you can also end
your transformation on your turn as a bonus action. You must
finish a long rest before you can use this feature again.