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Compendium of Aia

Bioform

A Bioform is a creature that has been genetically engineered towards a specific and seperate form. Many Bioforms are created from a template with a target creature in mind, however, occasionally creative or truly insane individuals will simply apply genetic code regardless of the repercussions that it may entail leading to horrific abominations.
hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + your constitution modifier per level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: None
saving throws: Choose one mental and one physical save in which to gain proficiency
skills: Choose two skills in which to gain proficiency
starting equipment:
spellcasting:
class features:
Biotype: When A Bioform is initially created at level 1 they are given the following options for their subtype: celestial, construct, dragon, elemental, fey, fiend, plant, aberration or undead. This option is set at level 1 and cannot be changed.       Genetic Template: A Bioform is created based off of a genetic template which causes them to resemble the form of whatever creature whose genetics they have been injected with. This option is set at level 1 and determines the direction in which the creature is headed. Should a player wish to not adhere to a particular template, they may instead opt to gain 12 Biomorph Points. A player may choose their size category at character creation. This does not effect the damage of their attacks.   Angelic Influence: The influence of angelic genes causes the subject to sprout wings, allows them to manifest a halo, and grants them increased ability to influence those around them. Fly Speed 30 ft Medium Size Two Arms Two Legs Two Wings Proficiency in Charisma Saves and Persuasion Choose one tool and one skill to gain proficiency in. Halo Manifestation: At will light and immunity to blindness   Bio-Construct Influence:   Dragon Influence: The blood of dragons has infused the body of this Bioform, causing them to take on the appearance and capabilities of a mighty draconic being. Fly Speed 30ft Small Size Four Legs, May attack with 2 claws dealing 1d3 + STR modifier Two Wings, attacks with these wings deal 1d3 +STR modifier One Tail, attacks with this tail deal 1d3 damage + STR modifier Bite attack dealing 1d6 + STR Modifier Gain Proficiency in Perception Natural Armor 1   Elemental Influence: Small Size Two arms Elemental Infusion Breath Weapon Elemental Movement, either a 30ft fly, burrow, swim, or climb speed.   Fairy Influence Fly Speed 30 ft Tiny Size Two Arms Two Legs Two Wings Fey Knowledge, Gains proficiency in Stealth and Nature Basic Magic Basic Magic   Demonic Influence Medium Size Two Arms, with two claws dealing 1d10 points of damage. Two Legs Demonic Boon, is proficient in constitution saving throws as well as survival. Inured to Pestilence Basic Magic Natural Armor 1   Diabolic Influence 30ft Fly Speed Medium Size Two Arms Two Legs Two Wings Devil's Bargain, Gains Proficiency in Charisma saves and Deception. Basic Magic Advanced Magic   Fungoid Influence Small Size Two Tentacles, Each dealing 1d6 points of damage Two Legs Fungal spores, may emit spores a number of times per day equal to proficiency bonus dealing 1d6 points of poison damage per proficiency bonus within a 10 ft radius. Fun Guy, Gains proficiency in Performance and proficiency in one instrument. Natural armor 2   Plant Influence Small Size Rooted, moves at a base speed of 20 ft, cannot be tripped. Two Tentacles, dealing 1d6 points of damage each Four Legs Photosynthetic, heals 1d6 points of damage per hour of exposure to direct sunlight   Unliving Influence Medium Size Two Arms Two legs Undead Vigor, is resistant to necrotic damage and Poison Resurgent, May heal 1d6 hit points per proficiency bonus once per short rest   Outer Dark Influence Fly Speed 30 ft Two Wings Four Tentacles, each deals 1d4 points of damage. Unbreathing. Does not require breathable air, nor is uncomfortable in extremely hot or cold environments.       Weaponry Affinity: If you use your action to make the attack action, you can use your bonus action to attack with a different natural attack, or gain light armor proficiency and one weapon proficiency of your choice. This option is set at level 1 and may not be changed.     Biomorph Points: When a Bioform gains levels it may spend Biomorph Points to increase its powers. The abilities gained are as follows. You may choose to drop one ability per level up to regain its points for further spending. This must not be an ability that is a prerequisite for another ability.   1 Biomorph Point   Basic Magics: A Bioform may select this option to gain the usage of a cantrip spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional cantrip, or increasing the number of uses of a previously selected cantrip. You must select a mental attribute to tie your magics to when you take this ability. The DC is equal to 8 + Proficiency bonus + relevant ability score modifier.   Extra Limbs: The Bioform gains 2 limbs of one type. If the limb would deal damage, such as by claw, bite, tentacle, or wing, that attack will deal 1d4 points of damage. This ability may be selected additional times to gain additional limbs.   Movement Type: The Bioform chooses a movement type to gain basic movement in, allowing them to gain 10 feet of movement in that type. This ability may be selected multiple times to gain an additional type, or increase the speed of a particular movement form. If selected a second time the speed increases to 30, a third, 60, a fourth 90, and a fifth 120. A Bioform may choose Swim, Fly, Climb, or Burrow.   Hatred of Life: The Bioform is anathema to life in the truest sense. This Bioform heals from necrotic damage equal to the damage delt, and is damaged by healing magic. If you have the Resurgent ability this ability will now deal necrotic damage to you instead of healing.   Natural Armor Increase: A Bioform may select this option to increase their bonus to AC by 1. This option may be selected up to 3 times. You may not benefit from this bonus whilst wearing armor.   Deflection Bonus: A Bioform may select this option to increase their bonus to AC by 1. This option may be selected up to 3 times. You may not benefit from this bonus whilst wearing armor.   Resistance Bonus: A Bioform may select this option to increase their bonus to Saves by 1. This option may be selected up to 3 times.   2 Biomorph Points   Damage Increase: A Bioform may increase the damage of 1 type of natural attacks by one step. A Bioform may select this option again to either increase the damage again, or apply it to a different natural attack.   Advanced Magics: A Bioform may select this option to gain the usage of a level 1 spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional level 1 spell, or increasing the number of uses of a previously selected level 1 spell. This ability requires Basic Magics and uses the same mental stat modifier. DC = 8 + Proficiency bonus + Mental Stat Modifier.   Reach: You may grant one of your natural weapons the reach quality. You may only take this once per attack type.   Fungal Spores: May emit spores a number of times per day equal to proficiency bonus dealing 1d6 points of poison damage per proficiency bonus within a 10 ft radius. This ability is a bonus action to activate.   Proficiency Adaptation: The Bioform may choose this option to gain a tool, weapon, or skill proficiency of their choice. This ability may be selected multiple times, each time choosing a different tool, weapon, or skill with which to gain proficiency in.   3 Biomorph Points   Elite Magics: A Bioform may select this option to gain the usage of a level 2 spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional level 2 spell, or increasing the number of uses of a previously selected level 2 spell. You must select a mental attribute to tie your magics to when you take this ability. The DC is equal to 8 + Proficiency bonus + relevant ability score modifier. This ability requires advanced magics. You must be third level to select this ability.   Armor Proficiency: A Bioform may select this option to gain proficiency in light armor. A Bioform may select this ability up to three times allowing the usage of medium armor and shields after the second selection, and heavy armor after the third.   4 Biomorph Points   Profound Magics: A Bioform may select this option to gain the usage of a level 3 spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional level 3 spell, or increasing the number of uses of a previously selected level 3 spell. This ability requires Basic Magics and uses the same mental stat modifier. DC = 8 + Proficiency bonus + Mental Stat Modifier. This ability requires Elite Magics. You must be 5th level to select this ability.   Resilience Adaptation: The Bioform may choose this option to gain a save proficiency of their choice. This ability may be selected multiple times, each time choosing a save with which to gain proficiency in.   Rooted: Reduces base walking speed by 10 ft, cannot be tripped.   Inured to Pestilence: Rolls with advantage against all diseases and poisons.   5 Biomorph Points   Damage Bypass: A Bioform may select this ability to give their attacks the ability to bypass a specific damage type of damage reduction. The types are as follows, Silver, Adamant, Mithril, Magical, Bludgeoning, Slashing, Piecing, Holy, and Unholy.   Halo Manifestation: At will light and immunity to blindness   Untold Magics: A Bioform may select this option to gain the usage of a level 4 spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional level 4 spell, or increasing the number of uses of a previously selected level 4 spell. You must select a mental attribute to tie your magics to when you take this ability. The DC is equal to 8 + Proficiency bonus + relevant ability score modifier. This ability requires Profound Magics. You must be 7th level to select this ability.   6 Biomorph Points   Breath Weapon: A Bioform may choose to gain a breath weapon with which they can use every 1d4+2 rounds. This breath weapon deals 1d10 damage of a chosen type per proficiency bonus, 1d6 damage of two different types per proficiency bonus minus 1, or 1d4 damage of 3 different types per proficiency bonus minus 3. The types are as follows, Radiant, Necrotic, Fire, Cold, Acid, Electric, Poison, Slashing, Bludgeoning, or Piecing. This Ability may be selected again to double the damage, and a third time to triple it. The DC for this ability is 8 + Proficiency Modifier + Constitution Modifier. You may use this in place of one of your attacks as part of your standard action.   Elemental Boon: A Bioform may select this option to have all of their attacks gain a bonus of 1d4 damage of a chosen type, 1d2 damage of two different types, or 1 damage of 3 different types. The types are as follows, Radiant, Necrotic, Fire, Cold, Acid, Electric, and Poison.   Element Resistance: A Bioform may select this option to gain resistance to a chosen type of damage. This may be selected multiple times allowing for a new resistance or increasing the resistance to an immunity. The following options are, Fire, Cold, Acid, Lightning, Necrotic, Radiant, Poison, Bludgeoning, Piecing, and Slashing.   Secret Magics: A Bioform may select this option to gain the usage of a level 5 spell a number of times per day equal to its proficiency bonus. A Bioform may select this option multiple times, allowing for an additional level 5 spell, or increasing the number of uses of a previously selected level 5 spell. This ability requires Advanced Magics and uses the same mental stat modifier. DC = 8 + Proficiency bonus + Mental Stat Modifier. This ability requires Untold Magics. You must be 9th level to select this ability   Resurgent: May heal 1d6 hit points proficiency bonus once per short rest as a bonus action. You may select this ability again to gain a second use per short rest.   Photosynthetic: Heals 1d4 points of damage per minute of exposure to direct sunlight
subclass options:
LevelProficiency BonusBiomorph PointsAbilities
124Biotype, Genetic Template
226
3210
4212Ability Score Improvement
5316Extra Attack (x1)
6318Ability Score Improvement
7320
8422Ability Score Improvement
9424
10430
11432Extra Attack (x2)
12434Ability Score Improvement
13536
14538
15542
16544Ability Score Improvement
17646
18648
19650Ability Score Improvement
20655Extra Attack (x3)

Created by

Cerebrya.

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