Micromancer (5e Class)
Micromancer[edit]
The Micromancer magically manipulates colonies of specialized microorganisms—spores, bacteria, and engineered cultures—to heal allies, debilitate foes, and reshape the battlefield. Combining scientific genius with arcane biology, the Micromancer is a unique wielder of microbial magic.
Microbial Manipulators[edit]
A Micromancer studies, breeds, and weaponizes microbial life. Cultures—microscopic colonies with magical traits—form the core of the class's power. Their abilities mimic spellcasting, but use “Cultures” activated with Spore Points rather than spell slots.
Creating a Micromancer[edit]
When creating a Micromancer, consider what led your character to study the microscopic world. Are they a reclusive genius, a wandering healer, or a biological weapon engineer, did someone told you about the world of microorganisms? What role does their work with bacteria and spores play in their daily life—and combat style?
“Micromancers shape microbial colonies into tools of war or aid.”
- Quick Build
You can make a Micromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, select simple weapons and light armor as your starting equipment.
Class Features
As a Micromancer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Micromancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Micromancer level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit or Alchemist’s supplies
Saving Throws: Intelligence, Constitution
Skills: Choose two from Arcana, Perception, Investigation, or Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A simple weapon
- Leather armor
- An explorer's pack
- Alchemist’s supplies or Herbalism kit
- If you are using starting wealth, you have 3d4 × 10 gp in funds.
Level | Proficiency Bonus |
Features | Cultures Known | Active Cultures | Signature Cultures |
---|---|---|---|---|---|
1st | +2 | Microbial Knowledge, Spore Cache, Bacterial Manipulation | 1 | 1 | 0 |
2nd | +2 | — | 2 | 1 | 0 |
3rd | +2 | Culture Path, Culture Feature | 3 | 2 | 0 |
4th | +2 | Ability Score Improvement, Ability Score Improvement | 4 | 2 | 0 |
5th | +3 | Signature Culture, Reactive Culture | 4 | 2 | 1 |
6th | +3 | Microdetector | 4 | 3 | 1 |
7th | +3 | Culture Feature | 5 | 3 | 1 |
8th | +3 | Ability Score Improvement, Ability Score Improvement | 5 | 3 | 1 |
9th | +4 | Reactive Culture | 5 | 3 | 1 |
10th | +4 | Signature Culture | 6 | 3 | 2 |
11th | +4 | Advanced Microdetector | 6 | 4 | 2 |
12th | +4 | Ability Score Improvement, Ability Score Improvement | 6 | 4 | 2 |
13th | +5 | Reactive Culture | 7 | 4 | 2 |
14th | +5 | Culture Feature | 7 | 4 | 2 |
15th | +5 | Signature Culture | 7 | 5 | 3 |
16th | +5 | Ability Score Improvement, Ability Score Improvement | 8 | 5 | 3 |
17th | +6 | Reactive Culture | 8 | 5 | 3 |
18th | +6 | Signature Culture | 9 | 5 | 4 |
19th | +6 | Ability Score Improvement, Ability Score Improvement | 9 | 5 | 4 |
20th | +6 | Living Laboratory | 10 | 6 | 5 |
Microbial Knowledge[edit]
At 1st level, you gain proficiency in Medicine and Nature. If you already have proficiency in either, choose a different skill from the Micromancer list. You may use your Intelligence modifier instead of Wisdom for these skills when dealing with microorganisms.
Spore Cache[edit]
You have a pool of Spore Points used to activate Cultures. You have a number of Spore Points equal to your Intelligence modifier × 2 + your Micromancer level. You regain all spent Spore Points after a long rest.
Bacterial Manipulation[edit]
You deploy microbial Cultures that mimic spell effects. Each Culture has a Spore Point cost, a duration, and an effect based on its type. Culture types include Healing, Offensive, Support, and Mixed. Most require an action or bonus action to use.
Creatures affected may need to succeed a saving throw (usually Constitution) against your Culture Save DC:
Culture Save DC = 8 + your proficiency bonus + your Intelligence modifier
Culture System[edit]
Micromancers don’t cast spells—instead, they "deploy cultures", which behave like bacteria-driven magical effects. These come in three categories:
Healing Cultures – e.g., Regeneration Culture, Infection Suppressants
Support Cultures – e.g., Pheromone Alert System, Biofilm Cloak
Offensive Cultures – e.g., Flesh-Eating Plague, Neurotoxin Swarm
Each culture requires a bonus action or action to deploy and lasts 1–10 rounds. You can have a limited number active simultaneously.
Culture Types[edit]
Healing Cultures[edit]
Regeneration Culture: Heal (1d8 + Int + Spore Points)/round for 3 rounds (Cost: 2+)
Infection Suppressants: Cure one poison/disease (Cost: 3)
Emergency Colony: Stabilize at 0 HP; extra HP for more Spore (Cost: 2+)
Cellular Overdrive: Heal 1d6/turn for 5 rounds. Auto-stabilize if downed (Cost: 5)
Restorative Flush: End one condition on next turn (Cost: 3)
Offensive Cultures[edit]
Flesh-Eating Plague: 2d6 + Spore Points necrotic in 15-ft cone, CON save for half (Cost: 3+)
Septic Infusion: Weapon hit deals 1d6 + Int + Spore Points poison/round for 3 rounds (Cost: 2+)
Neurotoxin Swarm: 4d6 + Int + Spore Points poison, DEX save or lose reactions (20-ft radius, Cost: 5+)
Hemorrhagic Pulse: AoE bleed, no healing (10-ft radius, Cost: 5)
Sporebomb Carrier: Explodes if target moves >20 ft (Cost: 4)
Support Cultures[edit]
Pheromone Alert System: +1d4 initiative/Perception (Cost: 1)
Biofilm Cloak: +2 AC for 1 minute (Cost: 3)
Flash Fermentation: Blind in 10-ft burst, CON save (Cost: 3)
Echo Spore: Ally gets bonus action when target acts (Cost: 3)
Myco-Sense: See invisibility/magic darkness (Cost: 2)
Mixed Cultures[edit]
Dormant Bloom: After 3 rounds, heals ally or damages foe (3d8, Cost: 3)
Biotic Latency: After 2 rounds, ally gains 10 temp HP +1 AC (Cost: 2)
Mutagenic Overgrowth: After 1 round, ally gains +10 ft speed, 1d6 poison per hit (Cost: 5)
Incubation Chamber: After 2 rounds, heals, damages, and buffs (Cost: 4)
Dysenteric Bloom: 3d6 necrotic, speed halved, stench aura causes disadvantage on attacks (Cost: 4)
Culture Path[edit]
At 3rd level, choose a Culture Path: Culture of Preservation, Culture of Ruin, or Culture of Integration. Your choice grants you features at 3rd, 7th, and 14th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. You can't increase an ability above 20 using this feature.
Signature Culture[edit]
Starting at 5th level, choose one Culture you know to be your Signature Culture. Its effect is enhanced: Duration doubled or damage/healing or other effects are rolled twice, your choice on activation. You gain additional Signature Cultures at levels 10, 15, 18, and 20. You can only have 1 Signature culture active at the same time. YOu may also deploy a SIgnature culture as a normal culture without the benefits of a Signature culture.
Reactive Culture[edit]
At 5th level, you can use a Culture as a reaction once per long rest. Uses increase to 2/day at 9th, 3/day at 13th, and 4/day at 17th level.
Microdetector[edit]
At 6th level, you can: Detects poisons, diseases, necrotic tissue
- Senses invisible or ethereal beings within 30 feet
- Detects decaying organic material or blood
- Locates micro-particles indicating recent travel or presence
for 1 minute. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Advanced Microdetector[edit]
At level 11 , you also gain:
- Advantage on Investigation/Perception checks involving creatures or organic traces
- See invisible entities within 10 feet passively
Living Laboratory[edit]
At 20th level, your body becomes a perfect microbial host. You gain:
- +2 to Intelligence (maximum 22)
- Immunity to poison and disease
- All Culture ranges increase by 10 feet, including touch effects
- Unlimited Signature cultures active at the same time
Culture Paths[edit]
Culture of Preservation[edit]
3rd: Symbiotic Surge
- Expend Hit Dice as a bonus action to heal allies. Once per long rest, spend INT mod Spore Points to regain that many Hit Dice.
7th: Sanitary Zone
- Allies within 10 feet have advantage on saving throws against disease and poison.
14th: Revival Bloom
- Once per long rest, spend 15 Spore Points to revive a creature that died in the last minute at 1 HP.
Culture of Ruin[edit]
3rd: Corrosive Secretion
- Your damaging Cultures ignore resistance to necrotic and poison damage.
7th: Toxin Cascade
- When you reduce a creature to 0 HP, another within 10 ft takes 2d6 poison damage.
14th: Spreading Death
- When a creature fails a save vs. your Culture, a second target within 10 ft must also make the same save.
Culture of Integration[edit]
3rd: Hive-Mind Pulse
- Allies within 30 ft gain +INT modifier to initiative and can sense each other’s HP and conditions.
7th: Spore Cloak
- You and allies within 10 ft have advantage on Stealth checks.
14th: Microbe Vision
- Once per long rest, see through walls up to 5 ft thick within 30 ft using microbial vibrations.
Micromancer Cultures Compendium[edit]
Healing Cultures[edit]
Regen Culture
- Cost: 2 + Spore Points
- Activation: Action
- Range: 30 ft
- Duration: 3 rounds
- Effect: Target regains (1d8 + Intelligence modifier + additional Spore Points spent) HP per round for 3 rounds.
Decomposure Drain
- Cost: 3 Spore Points
- Activation: Action
- Range: Touch
- Effect: Cures one poison or disease. No saving throw required.
Emergency Colony
- Cost: 2 + Spore Points
- Activation: Action
- Range: Touch
- Effect: Stabilizes a dying creature at 0 HP. For each Spore Point spent above 2, the creature regains +2 HP.
Cellular Overdrive
- Cost: 5 Spore Points
- Activation: Bonus Action
- Range: 30 ft
- Duration: 5 rounds
- Effect: Target regains 1d6 HP at the start of each of their turns. If they fall to 0 HP, they automatically stabilize.
Restorative Flush
- Cost: 3 Spore Points
- Activation: Action
- Range: Touch
- Effect: Ends one condition affecting the target at the start of your next turn.
Offensive Cultures[edit]
Flesh-Eater Swarm
- Cost: 3 + Spore Points
- Activation: Action
- Range: 15-ft cone
- Save: Constitution
- Effect: Deals (2d6 + additional Spore Points spent) necrotic damage. Targets make a CON save to take half.
Septic Infusion
- Cost: 2 + Spore Points
- Activation: Action (Weapon Attack)
- Duration: 3 rounds
- Effect: On hit, target takes (1d6 + Int + additional Spore Points spent) poison damage each round for 3 rounds.
Neurotoxin Swarm
- Cost: 5 + Spore Points
- Activation: Action
- Range: 60 ft (20-ft radius)
- Save: Dexterity
- Effect: Each target must make a DEX save or take (4d6 + Int + Spore Points spent) poison damage and lose reactions for 1 round.
Hemorrhagic Pulse
- Cost: 5 Spore Points
- Activation: Action
- Range: 30 ft (10-ft radius)
- Save: Constitution
- Effect: CON save or take (5d4 + Int) bleeding damage at start of next turn. Until then, no healing or CON save success.
Sporebomb Carrier
- Cost: 4 Spore Points
- Activation: Action
- Range: 60 ft
- Duration: 3 rounds
- Effect: Infect a target. If they move >20 ft in one turn, they explode (10-ft radius). Others must DEX save or take 4d6 poison. Triggers once.
Support Cultures[edit]
Pheromone Web
- Cost: 1 + Spore Points
- Activation: Bonus Action
- Range: 30-ft aura
- Duration: 10 minutes
- Effect: Allies gain +1d4 to Initiative and Perception. For every 2 extra Spore Points, 1 ally gains advantage on one Perception/Initiative roll.
Biofilm Cloak
- Cost: 3 Spore Points
- Activation: Action
- Range: Touch
- Duration: 1 minute
- Effect: Target gains +2 AC. Their skin appears glossy and mucous-covered.
Flash Fermentation
- Cost: 3 + Spore Points
- Activation: Action
- Range: 60 ft (10-ft burst)
- Save: Constitution
- Effect: CON save or be blinded for 1 round. Each extra Spore Point increases save DC by 1 (max +3).
Echo Spore
- Cost: 3 Spore Points
- Activation: Action
- Range: 60 ft
- Duration: 3 rounds
- Effect: When target casts a spell or attacks, one ally within 30 ft may immediatly take a bonus action.
Myco-Sense
- Cost: 2 Spore Points
- Activation: Bonus Action
- Range: Touch
- Duration: 1 minute
- Effect: Target can see invisible creatures and through magical darkness.
Mixed Cultures[edit]
Dormant Bloom
- Cost: 3 + Spore Points
- Activation: Bonus Action
- Range: Touch
- Duration: 3 rounds
- Effect after 3 rounds:
- Ally: Heals (3d8 + additional Spore Points spent) HP
- Enemy: Takes (3d8 + additional Spore Points spent) necrotic dmg (CON save for half)
Biotic Latency
- Cost: 2 + Spore Points
- Activation: Bonus Action
- Range: Touch
- Effect after 2 rounds:
- Target gains 10 + (2 × additional Spore Points spent) temp HP
- Target gains +1 AC for 1 minute
Mutagenic Overgrowth
- Cost: 5 Spore Points
- Activation: Action
- Range: Touch
- Duration: 1 minute
- Effect after 1 round:
- Target gains +10 ft movement
- Target’s attacks deal +1d6 poison damage
Incubation Chamber
- Cost: 4 + Spore Points
- Activation: Action
- Range: 30 ft (5-ft square)
- Effect after 2 rounds: Microbial bomb erupts into 3 effects:
- Heal 1 ally for (2d6 + additional Spore Points spent) HP
- Damage 1 enemy for (2d6 + additional Spore Points spent) poison dmg (no save)
- Allies within 10 ft gain +1d4 to saves for 1 round
Dysenteric Bloom
- Cost: 4 Spore Points
- Activation: Bonus Action
- Range: 60 ft
- Incubation: 1 round
- Effect:
- Target suffers 3d6 necrotic dmg from internal hemorrhage
- Speed halved for 1 minute
- 10-ft stench aura: Creatures starting turn inside must CON save (DC 13) or have disadvantage on attacks
- Target has disadvantage on all Charisma checks for duration
Multiclassing[edit]
Prerequisites. To multiclass into the Micromancer, you must have an Intelligence score of 13 or higher.
Proficiencies. When you multiclass into the Micromancer, you gain proficiency with light armor and one tool (Herbalism Kit or Alchemist's Supplies).
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