Saw someone with "biomancer" in their url and was like "oh?" but unfortunately the blog had nothing to do with Sentinels of the Multiverse. Alas.
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Saw someone with "biomancer" in their url and was like "oh?" but unfortunately the blog had nothing to do with Sentinels of the Multiverse. Alas.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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being a psyker is a serious business
Vis' reference
Detonate (Gregory Lewis)
Born: [Research in progress]
Personality: Just a regular guy, is trying to make the best of his situation
Powers: Can remove parts of his body and make them explode
Sexuality: Straight
Relationships: Has a wife and kids
Hero time frame: Started heroing in 2025 during a Metamix event where frictional characters invaded the city.
Background:
Gregory was a regular guy with a life, a wife and kids, until he was snatched by Biomancer and cloned. While the original Gregory continues his life, new Gregory has to grapple with the fact that he is not the real Gregory. Instead of killing him like Biomancer wanted, Esquire was able to defeat Biomancer without harming Gregory. Shellshock pinky promised Gregory that they would get him out of there, but once the Biomancer clone was defeated and all the clones he made began exploding, Shellshock had no intention of keeping that promise. Esquire was able to convince him to just temporarily freeze him and send him to Pearlmark University to be stabilized. The university was able to help Gregory hone his explosive energy and he is able to now control it.
Drew this today, a bigger and more refined version of last drawing, should be done painting my batch of 4 Crypteks soon

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Dnd Unused Subclasses: Artificer: Biomancer
While most Artificers are content with mechanical innovation, some see biology, the science of living things, as an area rife with potential. Biomancers are those who use their talents to supplement their own anatomy and create life. Combining necromancy and transmutation magic, Biomancers see all living things as prototypes that can be magically evolved.
Tools of the Trade: By the time you adopt this specialty at level 3, you're deeply familiar with employing its tools.
Proficiencies: You gain proficiency with alchemist's supplies and leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. You also gain those tools for free-the result of tinkering you've done as you've prepared for this specialization.
Crafting: If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Biomancer Spells: You always have certain spells prepared after you reach particular levels in this class, as shown in the Biomancer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. (Spells that don't have a link are listed at the end)
Level 3: False Life Find Familiar
Level 5: Alter Self Dragon's Breath
Level 9: Haste Life Transference
Level 13: Giant Insect Polymorph
Level 17: Insect Plague Reincarnate
Level 3 Aberrant Chimera: You can use your understanding of Biomancy magic to create an aberrant life form. Starting at level 3, whenever you cast Find Familiar, you instead create a Chimera, which functions as a normal familiar, but has the following changes:
The material component is 1 pound of organic matter.
It is a monstrosity (instead of a celestial, fey, or fiend).
It has additional hit points equal to your artificer level.
As an action, the Chimera can touch a creature and sacrifice any amount of its hit points, healing the target for the same amount by grafting its flesh to theirs.
As an action, the Chimera can merge with a creature it can touch, granting it temporary hit points equal to the Chimera's remaining hit points. While merged, the target gains one of the Chimeric Traits below. The creatures remain merged until you create another Chimera, or the temporary hit points are depleted, at which point the Chimera is destroyed.
Amphibious Physiology: While merged, the creature can breathe both air and water, and gains a 30 foot swim speed
Resilient Hide: While merged and not wearing any armor or using a shield, the creature's Armor Class is equal to 10 + your Intelligence modifier + their Constitution modifier.
Vestigial Limb: While merged, the creature grows an additional limb which resembles their own limbs. It has a reach of 5 feet, and can lift a number of pounds equal to your Intelligence score. The limb can't use weapons or shields nor can it do anything that requires manual precision.
Level 5 Augmented Flesh: The power your Chimera works best when merged with its master. Starting at level 5, you gain the following benefits while you are merged with your Aberrant Chimera:
Whenever you make an attack or damage roll, ability check, or saving throw that would normally use your Strength, you can use your Intelligence score instead.
You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without making an ability check.
As a bonus action, you can expend a spell slot to grant yourself temporary hit points equal to five times the level of the spell slot + your Intelligence modifier. These temporary hit points are added to any temporary hit points you have from merging with your Aberrant Chimera.
Level 9 Strange Evolution: You have enhanced your own physiology with strange magic. At level 9, your movement speed increases by 10 feet, and you permanently gain one Chimeric Trait of your choice.
When you reach level 15 in this class, you gain a second permanent Chimeric Trait of your choice (for a total of two).
Level 15 Master Biomancer: You have become a master amongst Biomancer artificers. Beginning at level 15, when you target a creature with a Biomancer Spell, you can grant a single target additional temporary hit points equal to your artificer level.
In addition, when merged with your Chimera, you are resistant to bludgeoning, piercing, and slashing damage.
Life Transference is a level 3 Necromancy spell for Cleric and Wizard. Casting Time is 1 action Range is 30 feet Requires a Verbal and Somatic Component Duration is Instantaneous.
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Bio-Magic Adept
biomancer who does not regenerate flesh, but restores it to a previous state of being