Biomancer

Guildmasters' Guide to Ravnica p. 256

Size
Medium
Type
humanoid (any race)
Alignment
neutral good
AC
17 (splint armor)
Hit Points
110 (17d8+34)
Speed
walk 30 ft.
Saving Throws
Int +9, Wis +6
Skills
Arcana +9, Nature +9
Passive Perception
12
Languages
Common plus any one language
Challenge
10
STR
10
+0
DEX
15
+2
CON
14
+2
INT
20
+5
WIS
14
+2
CHA
15
+2

Traits

Bolstering Presence

The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.

Magic Resistance

The biomancer has advantage on saving throws against spells and other magical effects.

Spellcasting

The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared:

  • Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp
  • 1st level (4 slots): detect magic, grease, shield
  • 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person
  • 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy
  • 4th level (3 slots): confusion, conjure minor elementals, polymorph
  • 5th level (2 slots): cone of cold, creation, hold monster
  • 6th level (1 slots): move earth, wall of ice
  • 7th level (1 slots): prismatic spray
  • 8th level (1 slots): control weather

Actions

Scimitar

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Spells

acid splash, light, mending, poison spray, shocking grasp, detect magic, grease, shield, alter self, darkvision, enlarge/reduce, hold person, counterspell, dispel magic, haste, protection from energy, confusion, conjure minor elementals, polymorph, cone of cold, creation, hold monster, move earth, wall of ice, prismatic spray, control weather

Spell Slots

0,4,3,3,3,2,1,1,1

Other data

description

Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.