Biomancer

Medium Humanoid (Any Race), Neutral Good

STR
10 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
15 (+2)
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

Level 1 (4 slots): detect magic, grease, shield

Level 2 (3 slots): alter self, darkvision, enlarge/reduce, hold person

Level 3 (3 slots): counterspell, dispel magic, haste, protection from energy

Level 4 (3 slots): confusion, conjure minor elementals, polymorph

Level 5 (2 slots): cone of cold, creation, hold monster

Level 6 (1 slots): move earth, wall of ice

Level 7 (1 slots): prismatic spray

Level 8 (1 slots): control weather

Actions

Scimitar.

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

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Biomancer

Source: Guildmasters' Guide to Ravnica, p. 256 - Licenses and attribution