Biokheirists, practitioners of the ancient and enigmatic psionic art of biological manipulation, possess a rare blend of scientific curiosity and unwavering compassion. As healers, their empathy and understanding of biological systems make them indispensable to their communities, but their ability to manipulate life's essence can also evoke fear and caution. Regarded with a mix of awe and apprehension by other mystics, Biokheirists are known to push the boundaries of knowledge and ethics in their pursuit of understanding and mastery over biology. In society, they are often seen as the bridge between science and mysticism, with a unique perspective on the delicate balance of life and death.
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Biological Manipulation
At 3rd levle, you begin to understand the cornerstone fundementals of biology and how a living creature operates. You gain proficiency in the Medicine skill, and you can manipulate your own biology to a limited extent. As an action, you can use this ability to heal yourself or an ally for 1d6 hit points + your Intelligence modifier. You can use this feature a number of times equal to your Constitution modifier (minimum of 1), regaining expended uses after a short or long rest.
Biogenic Weaponry
At 3rd level, your new biokheiric powers allow you to create temporary weapons, both melee and ranged, from parts of your own body. As an action, you can form a weapon of your choice (such as a blade, club, bow, or crossbow) made from your own body's matter. This weapon deals damage appropriate to its type (e.g., slashing, bludgeoning, piercing, or ranged ammunition), and it is considered magical for the purpose of overcoming resistances. The weapon lasts for 1 minute or until you dismiss it as a bonus action. You can also create permanent ammunition for ranged weapons, but doing so costs you 1 hit point per piece. You cannot create a weapon you are not proficient in, and the weapon itself remains attached to your body. As a result you cannot be disarmed. If you fall unconscious, the weapon returns to your body, melding back to the original bone and biological material it was formed from.
Biogenic Shield
At 8th level, you gain the ability to create a protective barrier of organic matter. As a reaction when you are hit by an attack, you can use your abilities to form a shield which emerges from your body that grants you a +2 bonus to your AC against that attack. This reaction can be used a number of times equal to your Constitution modifier (minimum of 1), regaining expended uses after a long rest.
Biological Assimilation
At 12th level, you can channel your abilities to assimilate external matter into your own body temporarily. As an action, you can touch a non-magical object or creature, causing it to meld partially with your body. For the next minute, you gain specific benefits based on the absorbed matter:
- Melding with a metal object grants you a +2 bonus to your AC and resistance to bludgeoning, piercing, and slashing damage.
- Melding with a stone or earth object enhances your strength, granting advantage on Strength checks and saving throws.
- Melding with plant matter grants you regenerative abilities, allowing you to regain 10 hit points at the start of your turn.
- Melding with another creature grants you some of its abilities, such as improved mobility, heightened senses, or access to one of its skills or attacks, subject to the Dungeon Master's discretion.
These benefits last for 1 minute or until you dismiss the melding as a bonus action. This feature can be used a number of times per day equal to your Proficiency bonus, regaining expended uses after a long rest.
Biokheiric Mastery
At 16th level, you are a fully ascended Biokherist. As an action, you can focus your biokheric energy to heal or harm living creatures within a 60-foot radius. You can choose one of the following effects:
- Vital Restoration: You can use your psychic mastery to mend wounds and restore vitality. Each creature of your choice within the radius regains 10d10 hit points, and any ongoing status conditions affecting them are removed. This healing can even resurrect a creature that has died within the last minute, as long as the body is mostly intact.
- Biogenic Devastation: You unleash a surge of harmful biokinetic energy, causing intense pain and damage to living creatures. Each creature of your choice within the radius takes 10d10 necrotic damage. A successful Constitution saving throw halves this damage.
- Molecular Fusion: You forcefully meld creatures within the radius. Choose a number of creatures equal to your Intelligence modifier (minimum of one) within the area. They must make a Constitution saving throw. On a failed save, the surface of their bodies partially merge to the ground and any clothing, weapons, and equipment they are wearing into a living lump of amalgamated materials, causing them to be restrained and unable to take any actions. At the start of their turn, they take 6d10 force damage from the struggle. On a successful save, they instead are dazed for one round, after which they vomit and resume normal function. The melded condition persists for 1 minute, after which the creatures are forcefully separated, suffering 8d10 force damage each.
This ability cannot be used again until you complete a long rest.
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