Base Class: Wizard
The School of Sarkamancy explores the manipulation of the human form in all ways and states of life. Devotion to this school of magic can be painful and deterring, dealing with death on a daily level and forcing harm unto one's self in order to induce your will upon others. Progress in this school of magic can be addicting, as you learn to affect those around you psychically and master the art of decay and see the beauty in destruction.
Unlike necromancers, who deal with death and life essence, sarkamancers deal with grotesque arcane and surgical procedures in order to better themselves and their allies.
Perform Surgery
Beginning when you select this school at 2nd level, you gain the knowledge of a surgeon and have the ability to cast Sarkamantic spells at full power. This also makes it so that with each Sarkamantic spell, you take 1d4 slashing damage per cast. Any Sarkamantic spells that require body modifications can also be done starting now.
Surgical Precision
Starting at 2nd level, your knowledge of modern medicine allows for you to have proficiency in Medicine and advantage on Medicine checks.
Summon Flesh Golem
At 6th level, you can conjure a flesh golem. It can do simple tasks and attack with a Flesh Golem's stats.
Flesh Golems summoned with this spell:
- Are immune to acidic, necrotic and psychic damage
- Are susceptible to fire damage.
Limb Restoration
At 8th level, you can mend limbs at will with your medical and sarkamantic knowledge. So long as you have a spare, severed limb around you you can attack it to the lost limb of an individual. This heals them 1d10+3 hit points.
Gift of Many Arms
At 14th level, you gain the ability to, as a bonus action, grow up to 4 arms which allows you to cast up to 4 spells in a single action. You take 1d8 force damage for every arm you grow.
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