Arcane Tradition Biomancer (5e)

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The document discusses different types of biomancy magic and their uses. Biomancers can specialize in somatury, neurotury, amalgamism, or miasmism to manipulate flesh, minds, hybrid creatures, or diseases respectively.

The four types of biomancy specializations are somatury, neurotury, amalgamism, and miasmism.

Somaturgic magic, also called flesh shaping, involves manipulating the flesh, skin, muscle, bones and sinews of creatures to warp their shape and properties into improved and alternative forms.

Contents

CONTENTS 2 ANIMAL PERSONIFICATION (AMALGAMISM MAGIC)


BIOMANCY MAGIC 2 9
AUGMENTED REFLEXES (NEUROTURGY MAGIC) 9
SOMATURGY MAGIC 3
MIASMA CLOUD (MIASMISM MAGIC) 10
NEUROTURGY MAGIC 4
WAVE OF PURITY (MIASMISM MAGIC) ERROR!
AMALGAMISM MAGIC 5
BOOKMARK NOT DEFINED.
MIASMISM MAGIC 6
BACKGROUNDS 10
SPELLS 7
TANMAA BIO-ENGINEER 10
FLESH BINDING (SOMATURGY MAGIC) 7
ENGINEERED BEING ACTIVIST 12
BONE BLADE (SOMATURGY MAGIC) 7
INDENTURED PRODUCT 13
BONE HARDENING (SOMATURGY MAGIC) 7
FLESH RENDING (SOMATURGY MAGIC) 7 CRITICAL SUCCESS 15
CRIPPLING PAIN (NEUROTURGY MAGIC) 8 CREDITS & COPYRIGHT 15
MENTAL RESTORATION (NEUROTURGY MAGIC) 8
TREEHOUSE 16
PRESERVATION (MIASMISM MAGIC) 8
CHANGELOG 16
MENTAL MERGE (AMALGAMISM MAGIC) 8
LEGAL 17

Biomancy Magic
Biomancers have learned to use the Weave to sometimes deliberate training, to use the very
manipulate life itself, accessing a form of magic magic that created them.
unavailable to most wizards. While other Biomancers specialize in one of four forms of
wizards can use Biomancy spells, they lose their the craft. They can use other biomancy spells but
proficiency bonus due to the strangeness of the prefer their own tradition.
magic.
Some consider biomancy unnatural, but it’s
the biomancers of Tanmaa who are responsible
for many of the hybrid and augmented creatures
who fill the Western Division of Caphora, and
while biomancers have been blamed for some of
the plagues that have struck the continent,
they’re the first to be called when plague strikes
to control it.
Most biomancers are found in the labs of
Tanmaa, but some nobles hire them as extremely
expensive personal physicians. Some
biomancers are the products of their own labs
who have learned, through observation and

Biomancer 2
Other Campaign Worlds
While the Biomancer was developed specifically for the Caphora campaign world, it will work with most existing campaign
worlds, especially those with a slight “mad science” or steampunk element, gnomes who like to tinker, or campaign worlds
with hybrid creatures or characters.

Somaturgy Magic
Somaturgists manipulate the flesh: skin, choose one of the following forms for the
muscle, bones and sinews. They can warp its transformation:
shape and properties into improved and • Swimmer: The target grows fins, webbed
alternative forms. digits, gills, and scales and gains the
following abilities: a swimming speed of
Flesh Augmentation 30 feet when not wearing medium or
2nd Level Somaturgist Feature heavy armor, the ability to breathe air
By touching a target as an action, you can and water, and 60’ Darkvision.
strengthen the skin and muscle of the target for • Flier: The target grows bat-like wings as
one hour, thus increasing their strength and AC extra appendages from the shoulder
by 2. An unwilling target can make a blades and gains a flying speed of 30 feet.
Constitution save to avoid the effect. To use this speed, they can’t be wearing
Once you use this feature, you cannot use it medium or heavy armor.
again until after a long rest. • Digger: The target grows powerful claws
that can dig 1 5 ft cube per action. The
Flesh Mimicry
target also gains 60’ Darkvision, and the
6th Level Somaturgist Feature claws can be used as an unarmed attack,
You transform yourself or a willing creature dealing slashing damage equal to 1d6 +
with the physical limitations of the Disguise Self Strength modifier, instead of the
spell, except that the transformation is physical bludgeoning damage normal for an
and will stand up to inspection. The feature only unarmed strike.
affects the body of the target, not clothing or • Thermophile: The target grows lizard-
other possessions. The transformation takes 1 like scales and has immunity to fire
action to complete and lasts for one day. After damage.
using this feature, the caster must complete a • Cryophile: The target grows heavy fur
long rest before using it again. and has immunity to cold damage.

Adaptive Traits If the target already has one of the given


abilities, the creature has the ability at
10th Level Somaturgist Feature
whichever amount is greater for the duration.
You can touch and transform a willing creature
After using this feature, the caster must
with your action, giving them physical abilities
complete a long rest before using it again.
to adapt to their environment for 1 day. You may

Biomancer 3
Adaptive Form At 14th Level, when using the Adaptive Traits
feature, the transformation becomes permanent
14th Level Somaturgist Feature
until dispelled.

Neuroturgy Magic
The caster has studied the nervous systems of relieve pain and stress, giving the equivalent
many creatures and understands how to use benefits of a short rest or removing 1 level of
magic to influence those systems, triggering exhaustion. Note that this removes the effects
neurological and biochemical reactions. but not the cause of the exhaustion, so a disease
or other condition causing the exhaustion would
Biochemical Influence continue to cause new levels of exhaustion
2nd Level Neuroturgist Feature accordingly.
When communicating with a living creature, After using this feature, the caster must
you can use a Bonus Action to subtly influence complete a long rest before using it again.
their attitude by triggering a biochemical
response through its endocrine system, creating Pain Block
an emotion such as fear, attraction, or happiness 10th Level Neuroturgist Feature
for 1 minute. This gives the target Disadvantage You can use an action to touch a willing target
on applicable rolls against influence such as and reduce their experience of pain to nominal
Intimidation, Persuasion, and Animal Handling, levels for 1 minute. The target has resistance to
as well as charm spells. Note that the emotion psychic, bludgeoning, piercing, and slashing
must correspond to the influence method, so fear damage, cannot be stunned, and temporarily
will influence Intimidation, but Happiness will loses 1 level of exhaustion for the duration.
not. When the effect wears off, the target will After using this feature, the caster must
recognize the inexplicable change in complete a long rest before using it again.
feelings with a successful Wisdom
(Perception) Saving Throw, but they
Mental Fortitude
don’t necessarily recognize the source 14th Level Neuroturgist Feature
of the change. When you use Pain Block, the
After using this feature, the target becomes immune to
caster must complete a long psychic damage, cannot be
rest before using it again. charmed, and loses all
exhaustion for the duration.
Pain Relief After using this feature, the
6th Level Neuroturgist Feature caster must complete a long
You can use an action to rest before using it again.
touch a willing target and

Biomancer 4
Amalgamism Magic
The caster has learned to manipulate the Game Master’s discretion, such as medium or
biology of creatures by combining their natures, heavy armor interfering with flight.
borrowing traits from them or even merging After using this feature, the caster must
them together into a hybridized form. complete a long rest before using it again.

Like-Mindedness Ally Gestalt


2nd Level Amalgamist Feature 10th Level Amalgamist Feature
As an action, you can touch 2 willing As an action, you can touch and merge 2
intelligent humanoids and temporarily give one willing creatures into a composite being for 1
of them a class or ancestral ability of the minute or until ended with a bonus
other for 1 minute or until ended action by the caster, which also
with a bonus action by the uses the recipients’ next
caster. actions. The new being
After using this has the highest mental
feature, the caster ability (Int, Wis, Cha)
must complete a from each original
long rest before being, and physical
using it again. abilities (Str, Dex,
Con) are equal to the
Borrowed highest + ⅓ of the
Nature other, rounding down.
6th Level Amalgamist The composite has HP
Feature equal to the sum of the
As an action, you can touch a current HP of both original
willing creature and temporarily give beings and retains all abilities of both,
them 1 ability of any beast within 30 feet for 1 always using the highest of each of the originals’
minute or until ended with a bonus action by the abilities for other rolls. The composite’s size is
caster, which also uses the recipient’s next bonus the total of the originals, up to the Game
action. Attacks use the same die as the original Master’s discretion and description. At the end
but are scaled according to the size of the of the duration, the composite splits to its 2
recipient, 1D for tiny, 3D for medium, etc. up to original beings, their HP divided as a ratio of
the original creature’s. The recipient’s their maximum HP, and any debilitating
appearance transforms accordingly for the conditions applying to both as applicable
duration, and abilities can be hampered at the according to Game Master discretion. Any buff
spell or other magic effects applied to the

Biomancer 5
composite will apply to 1 random original until When using Ally Gestalt, the targets need not
the effect ends. be willing. Unwilling creatures can avoid the
After using this feature, the caster must effect with a Constitution save. The two originals
complete a long rest before using it again. must make Charisma checks for control of the
new form, and the composite uses the mental
Physical Gestalt abilities of the winner of that check.
14th Level Amalgamist Feature After using this feature, the caster must
complete a long rest before using it again.

Miasmism Magic
The caster has learned to manipulate miasma, immunity to future infections. It also affects
invisible traces in the elements that corrupt their creatures that carry infectious disease,
nature and cause disease and decay. neutralizing their ability to spread it further.
After using this feature, the caster must
Free Breathing complete a long rest before using it again.
2nd Level Miasmist Feature
With a bonus action, you can touch a willing Conjure Miasma
creature, giving it the ability to breathe 10th Level Miasmist Feature
underwater and resistance to all gas-based With an action, you can conjure a fog of
poison and disease attacks for 1 minute or until miasma, which causes disease to all within a 10
the caster cancels the effect. foot radius of the caster as if affected by the
After using this feature, the caster Contagion spell (Constitution save
must complete a long rest before applies). The caster is immune to
using it again. their own effect.
After using this feature, the
Purge Miasma caster must complete a long
6th Level Miasmist Feature rest before using it again.
With an action, you can
purge all traces of miasma in Miasmatic
a 30 foot radius, curing all Immunity
disease and neutralizing all
14th Level Miasmist Feature
poison within that radius.
You have spent so much
This affects those suffering
time manipulating miasma
from these effects but does not
that you’ve become immune to
reverse the effects or damage
disease, resistant to poison, and
already sustained, nor does it grant
resistant to any spore-based attack.

Biomancer 6
Spells
Flesh Binding (Somaturgy Magic) Bone Hardening (Somaturgy Magic)
1st Level Transmutation 2nd Level Transmutation

Casting Time: 1 action Casting Time: 1 action


Range: Touch Range: Touch
Components: V, S Components: V, S, M (A bone-shaped
Duration: Instantaneous piece of iron)
Duration: 1 hour
You can manipulate wounded flesh such
that a creature you touch regains a number You can turn a creature’s bones as hard
of hit points equal to 1D6 + your as adamantine, making them resistant
spellcasting ability modifier. Unlike to falling and bludgeoning damage.
traditional healing, this spell can affect The target takes half damage from
undead but not constructs. all bludgeoning and falling, and
At Higher Levels. When you cast they take no damage from the first
this spell using a spell slot of 2nd 20 feet of a fall.
level or higher, the healing
Flesh Rending (Somaturgy
increases by 1d6 for each slot level
above 1st.
Magic)
1st Level Transmutation
Bone Blade (Somaturgy Magic) Casting Time: 1 action
1st Level Transmutation
Range: Touch
Casting Time: 1 action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S, M (a Attack/Save: Melee
wolverine’s claw) Damage/Effect: Force
Duration: 1 hour
Make a melee spell attack
You can cause long bone spurs to against a creature you can
grow from any part of a creature reach. On a hit, the target takes
you touch, giving them an 1D10 + your spellcasting ability
enhanced unarmed strike. The modifier force damage as you
unarmed strikes deal 1d6 slashing tear open their flesh.
damage and the target is proficient with the At Higher Levels. When you
unarmed strikes. cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d10 for each
slot level above 1st.

Biomancer 7
Crippling Pain (Neuroturgy Magic) target one additional creature for each slot level
6th Level Evocation above 5.

Casting Time: 1 action Preservation (Miasmism Magic)


Range: 30 ft 2nd Level Transmutation
Components: V, S, M (a platinum
Casting Time: 1 action
needle)
Range: 10 ft (30 ft sphere)
Duration: 1 minute
Components: V, S, M (a vial of strong
Attack/Save: Con
alcohol)
Damage/Effect: Debuff
Duration: 1 Week
You manipulate the target’s nervous system, Damage/Effect: Utility
causing all pain receptors in their body to
You prevent further effects of disease, poison,
activate at once. The target must make a
and decay on anything living or dead for 1 week.
Constitution saving throw and becomes
This does not purify food, neutralize poison, or
incapacitated with debilitating pain for 1 minute
cure disease but halts spoilage of food, stops
on a failed save.
disease progression, and halts damage caused by
At Higher Levels. When you cast this spell
poison until the end of the spell duration. This
using a spell slot of 7th level or higher, you can
spell will also preserve a body for the Raise Dead
target one additional creature for each slot level
spell, adding 1 week to the time that the creature
above 6.
can be dead before being raised. Multiple
Mental Restoration (Neuroturgy Magic) castings of this spell will extend this
5th Level Transmutation preservation by 1 week from the most recent
casting. This spell has no effect on undead or
Casting Time: 1 action
constructs.
Range: 60 ft
Components: V, S, M (a vial of Mental Merge (Amalgamism Magic)
cerebrospinal fluid from any creature) 5th Level Enchantment
Duration: Instantaneous
Casting Time: 1 action
Damage/Effect: Psychic
Range: 60 ft
You can heal damage to living beings caused by Components: V, S
psychic attacks. Choose a creature you can see Duration: 1 minute
within range. The target regains up to 5D6 hit Attack/Save: Wis
points of psychic damage. It will also undo the Damage/Effect: Psychic
effects of Feeblemind and the charmed,
You merge two minds within range. When
frightened, and stunned conditions.
thus combined, the two creatures must make
At Higher Levels. When you cast this spell
contested Wisdom checks for control. The
using a spell slot of 6th level or higher, you can
winner decides which of their bodies to control,

Biomancer 8
and the other body becomes unconscious until • Bite of the Viper: The creature grows
the end of the spell or the caster or controller venomous fangs, allowing them to make
ends the spell with a bonus action. While thus an unarmed attack, a hit causing 1
combined, the active body retains the physical piercing damage, and the target must
abilities of the host body and the mental abilities make a DC 10 Constitution saving throw,
of the controller. The controller can Detect taking (2D4) poison damage on a failed
Thoughts of the other mind, but the other mind save, or half as much damage on a
gets another contested Wisdom check against successful one.
the controller each round to prevent the • Wings of the Bat: The creature grows
detection. The two minds have a telepathic link bat-like wings on its back, giving it a
and can thus communicate with each other. flying speed of 30 ft. Medium armor
At Higher Levels. When you cast this spell reduces this speed to 10 ft., and heavy
with a 6th-level spell slot, the duration is armor makes flight impossible.
concentration, up to 10 minutes. When you use a • Eyes of the Owl: The creature’s eyes
7th-level spell slot, the duration is grow larger, granting Darkvision and
concentration, up to 1 hour. When you use a spell advantage on Wisdom (Perception)
slot of 8th level or higher, the duration is checks that rely on sight.
concentration, up to 8 hours. Note that this creates a physical
transformation of the target’s body, and clothing
Animal Personification (Amalgamism
or armor will need to be adjusted or removed
Magic) accordingly while the spell is in effect.
2nd Level Transmutation
At Higher Levels. When you cast this spell
Casting Time: 1 action using a spell slot of 3rd level or higher, you can
Range: Touch grant 1 additional ability for each slot level above
Components: V, S, M () 2nd.
Duration: 1 hour
Damage/Effect: Buff
Augmented Reflexes (Neuroturgy
Magic)
You touch a willing creature and transform
2nd Level Transmutation
one of their features, giving them an ability of an
Casting Time: 1 action
animal, the caster choosing one of the following:
Range: Touch
• Gills of the Fish: The creature grows
Components: V, S, M (a coiled spring)
gills and can breathe water.
Duration: 1 minute
• Senses of the Wolf: The creature grows
Damage/Effect: Buff
an elongated snout and ears and gains
advantage on Wisdom (Perception) You touch a willing creature, granting it faster
checks that rely on hearing or smell. reactions, giving it +2 on initiative rolls and
advantage on all non-attack Dexterity checks.

Biomancer 9
At Higher Levels. When you cast this spell cloud spreads around corners, and its area is
using a spell slot of 3rd level or higher, you can lightly obscured. The cloud lingers in the air for
affect 1 additional creature for each slot level the duration.
above 2nd. Each creature that is completely within the
cloud at the start of its turn must make a
Miasma Cloud (Miasmism Magic)
Constitution saving throw against disease. On a
6th Level Conjuration
failed save, the creature contracts a disease that
Casting Time: 1 action causes a high fever and results in one level of
Range: 90 ft (20 ft sphere) exhaustion cumulative per day. Each day,
Components: V, S, M (a piece of moldy affected creatures may attempt another
food) Constitution save. A successful save indicates
Duration: 1 minute that they are cured of the disease and will
Attack/Save: Con recover normally from the exhaustion.
Damage/Effect: Control, Debuff A moderate wind (at least 10 miles per hour)
You create a 20-foot-radius sphere of green disperses the cloud after 4 rounds. A strong wind
miasma centered on a point within range. The (at least 20 miles per hour) disperses it after 1
round.

Backgrounds
always open to improvement.
Tanmaa Bio-engineer Skill Proficiencies: Choose 2 from: Animal
Handling, History, or Medicine
You worked in a Biomancer lab in Tanmaa. Languages: Soumi, Luari
You see biology as mutable and Tool Proficiencies: Alchemist’s Supplies or
Poisoner’s Kit
Equipment: A set of tools corresponding to
proficiency, a set of common clothes, a long
coat, 10 vials, a scholar’s pack, and a pouch
containing 10 GP (Tanmaan Golden Trumpets)
Specialty
It takes many workers to run a bio-engineer
lab. Choose your former role or roll on the table
below.
d8 Specialty
1 Administration
2 Security
3 Public Relations
4 Biological Innovation
5 History
6 Creature Handling
7 Zoologist
8 Internal Medicine

Biomancer 10
Feature: Biological Insight d6
1
Ideal
Potential. Everything can become
You’re familiar with how biology works, so better, which gives it value. (Neutral)
when encountering a new creature, you can get 2 Power. Knowledge is power that can
a general idea what its abilities are after be used to benefit me. (Evil)
observing it for one round. 3 Coexistence. We’re all different, so
we need to accept others. (Good)
Suggested Characteristics 4 Classification. Everything is
understood by classification. (Lawful)
Working all day with various creatures and
5 Variety. Something different is better
thinking about their characteristics, strengths, than the same old thing. (Chaotic)
and flaws affects the way Bio-engineers see the 6 Discovery. There’s always more to
learn. (Any)
world and people around them, sometimes
seeing others as potential experiments or
wanting to help them improve. d6 Bond
1 I would give my life for a specific
d8 Personality Trait former colleague.
1 I think of everyone as some kind of 2 A certain kind of creature is a thing
animal. of beauty, and I could never allow one
2 I’m always looking for ways to to come to harm.
improve myself and everything around 3 I helped create a horrible creature
me. that got loose, and I feel a duty to
3 I like to put my own limits to the test. capture or kill it.
4 I see all wild animals as potentially 4 I lost someone close to me, because
dangerous and prefer them far away or I kept pointing out their flaws. I
dead. desperately want to get them back.
5 I tend to explain things using 5 When I see someone in pain, I feel
analogies that only people who know compelled to soothe them however I
my profession would understand. can.
6 I prefer my environment as clean as 6 I’m obsessed with biological
possible and will take reasonable discovery.
steps to make it that way.
7 I’m always looking to explore new
environments.
8 I worry that trying something new
may have catastrophic consequences.

Biomancer 11
d6 Flaw passion can mold a person based on their
1 I’m always trying to improve people.
experiences and motivations.
2 I’m pessimistic of others’ ability to
succeed, because I always notice d8 Personality Trait
shortcomings that will be obstacles to 1 I try to avoid fighting whenever
their success. possible.
3 I like beasts more than people, and 2 I enjoy combinations in everything —
it’s noticeable. mixed food, clothing colors, etc.
4 I tend to describe people and things 3 In new social situations, I tend to
by their component parts instead of the gravitate toward those most different
whole. from me.
5 When I see a dead creature, I want 4 Humans make me nervous.
to examine it. 5 I’m instantly outspoken when I hear
6 I’m curious about pain thresholds of ignorance.
various people and creatures and 6 I love new experiences and foods.
forget that they don’t appreciate being 7 I withdraw when I don’t have a sense
tested. of solidarity in social situations.
8 I go out of my way to be kind to
servants.

Engineered Being Activist


You see how hybrid and engineered beings d6 Ideal
are often treated, like objects to be used, and 1 Reconciliation. We can make the
you’ve dedicated your life to helping them. world better by healing social wounds.
Skill Proficiencies: Insight, Persuasion (Good)
Languages: Soumi, Luari 2 Revenge. Those who commit
Tool Proficiencies: Artisan Tools of your injustice must be made examples and
choice pay dearly. (Evil)
Equipment: An artisan tool set of your 3 Destabilization. It’s easier to knock
choice, A Gaming Set of your choice, an down all the bricks and start from
Explorer’s Pack, a set of common clothes with scratch than to try to build on a broken
an insignia embroidered into it, and a pouch foundation. (Chaotic)
containing 5 GP 4 Respect. As we recognize each
other’s needs, we can find mutually
Feature: Easily Made Friends agreeable solutions. (Lawful)
5 Equality. Everyone is special,
You’re recognizable as an ally of engineered
therefore no one is special, and that’s
beings by the way you talk and dress, so the
what we strive for. (Neutral)
engineered community easily recognizes you as
6 Recognition. I want to be known so
such. Any such beings who recognize this will
people will listen to me. (Any)
trust you and try to help you however they
reasonably can.

Suggested Characteristics
And activist is driven by their passion and
concern for the needs of those who, by nature of
their origin, have been objectified, but this

Biomancer 12
d6 Bond Tool Proficiencies: Artisan’s Tools of your
1 I married an engineered being and choice
seek the best for them above all Equipment: A stolen set of artisan’s tools of
others. your choice, a small knife, a set of common
2 I used to be cruel to engineered clothes, a pouch with 5 GP
beings and have dedicated my life to
making up for it.
Feature: Gainful Employment
3 As a defender of the persecuted, I Before you escaped, you learned how to treat
defend any marginalized people in masters to gain their trust and learned many
whatever context I find myself. menial skills. Consequently, in any urban
4 I lost an engineered friend to setting, you can easily find work to make
violence and seek justice. enough money to live on, although it's often
5 My faith drives me to help those work that nobody else wants.
most marginalized, which were the
engineered in my childhood context. Suggested Characteristics
6 I was raised by an engineered
When a creature is specifically created for a
parent, for whom I have deep love and
respect. utilitarian purpose, whether from flesh or
clockwork, their fate can seem sealed from the
moment they become self-aware, but when they
d6 Flaw
1 I use obscure slogans in normal want more and escape from their slavery, life on
conversations and get annoyed when the run is a unique experience for one perceived
others don’t understand. as no more a person than a golem.
2 I find it difficult to trust those with
civic power. d8 Personality Trait
3 When I encounter persecution of the 1 I’m constantly looking over my
marginalized, especially the shoulder, worried I’m being followed.
engineered, I have trouble controlling 2 I’m nervous around anyone from my
my emotions and am prone to act home culture.
rashly. 3 Law enforcement makes me
4 When I hear something that nervous. I try to avoid any contact with
resonates with me, I echo the them.
sentiment without considering its 4 I try to cover up my true nature and
nuances or consequences. have an elaborate cover story to
5 When I hear prejudice, I can’t help explain my appearance.
but speak against it immediately. 5 I hide food in case it runs out in the
6 When trying to solve a problem, I’m future.
more sensitive to making my allies 6 The concept of family makes no
happy than finding a good solution. sense to me.
7 I talk to trinkets or animals and
believe they understand.
8 I constantly redefine myself,
Indentured Product declaring each time my new purpose
in life.
You were created to serve a purpose but
decided instead to flee. You’re an escaped
slave, but many consider you property at best
and an abomination to be destroyed at worst.
Skill Proficiencies: Survival, Deception
Languages: Soumi, Luari

Biomancer 13
d6 Ideal d6 Bond
1 Respect. Every person, regardless 1 I left someone special behind that
of their nature or origin, has inherent I’m determined to rescue.
value and should be treated 2 I still feel attached to my creator and
accordingly. (Good) could never cause harm to them.
2 Revenge. Those who would 3 When I encounter someone being
subjugate others must feel the pain unjustly held against their will, I feel
that causes. (Evil) compelled to help them.
3 Transience. I don’t feel comfortable 4 I will prove my place in society by
in one place very long, so I always demonstrating to others how much
pursue travel. (Chaotic) they need me.
4 Reform. Change is necessary, and 5 I will free all those who came from
we must work together to make it the same lab as me.
happen. (Lawful) 6 I’m in love with a being that I can
5 Self-improvement. I need to never have.
constantly improve to keep myself free
to live my life. (Any)
6 Self-reliance. I can only count on d6 Flaw
myself, so I can’t become dependent
1 I have trouble taking advice or
on anyone else. (Neutral)
orders, because it feels like captivity.
2 When people ask me about myself, I
get nervous and mix up the details of
my own story.
3 I feel like I need to prove my value,
which leads me to read into what
people say to me or how they act
toward me and get defensive.
4 I hate crowds and actively avoid
them.
5 I will flee if I feel my survival is
threatened, even if it means
abandoning my allies.
6 I sabotage relationships to avoid
being betrayed.

Biomancer 14
Critical Success
While D&D in Caphora can be played using any style the party likes, this campaign world was built for a
purpose: to give hope and connection through multigenerational relationships. We accomplish this
through the Critical Success strategy. Learn more about this strategy by following our Critical Success
blog series at http://www.infinityltd.org/critical-success-giving-players-every-advantage/

Download the entire Caphora Campaign Setting FREE at


http://www.infinityltd.org/dungeons-dragons-campaign-
world-caphora-the-divided-continent-introduction/

Credits & Copyright


• This work is licensed under a Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 International License by Wyrmworks Publishing.
• Lead writer, editor & developer: Dale Critchley
• Some artwork created by Portrait Workshop by Worldspinner LLC
• NeocoreGames concept art - VH monster3 by NeocoreGames, Creative Commons Attribution-
Share Alike 3.0 Unported license
• Mad Scientist's Lab by Dawn Endico, Creative Commons Attribution-ShareAlike 2.0 Generic
license
• Dr. Steel Robot Band by Dr. Steel, Creative Commons Attribution-Share Alike 3.0 Unported
license
• Steampunk heart pendant by VaughnSaball, licensed under the Creative Commons Attribution-
Share Alike 3.0 Unported license

All of the content contained here is also available in the Homebrew section of DNDBeyond.com
so you can easily include them in your game.
This work is the combined effort of many sources and resources.
I’m indebted to my fellow Game Masters: Dylan Michienzi, Colin Eral, Richard Mahle, and Scott
Volltrauer. You guys are an ongoing source of encouragement, joy, and creativity.
I’m thankful to my church, Saint James Lutheran Church in West St. Paul, MN, for allowing and
encouraging the use of D&D as a means to connect people and build healthy relationships within and
beyond our walls.
I used countless tools for this work. Here’s an incomplete list:

• Roll for Fantasy

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TreeHouse
If you find this sourcebook useful, I’d
appreciate you making donations to one of my favorite
charities, TreeHouseHope.org. 100% of proceeds toward this book get donated to them. Their goal is to
eliminate hopelessness from every teen. They have dozens of locations around the country and are
growing, and in the work I’ve done with them, I get to see the lives of teens improved.
Even more than donations, I want to encourage you to seek out a local location for the teens you know
(or for yourself if you’re a teen) and get involved, or if they don’t have a location near you, to launch a
partner location.

Changelog
• September 8, 2020: Initial Release to DriveThruRPG

This campaign world is an ongoing work in progress, a labor of love, by Dale Critchley. If you’d like
updates, subscribe free at Wyrmworks, DriveThruRPG, or follow me on Twitter @risenwithchrist.

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Legal
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OPEN GAME LICENSE V1.0a
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