Artificer
Base Class: Artificer

Surgeons, medics, these are fleshshapers; perhaps most do not realize the magic they practice, but that does not detract from the magic itself. True fleshshapers seek to understand the magic inherent in the suture, scalpel and saw. They seek to augment their own flesh and the flesh of those around them. An adventuring fleshshaper will use their skills to create a form more adept at combat, tailoring their abilities to fulfill the needs of their group.

In the world of Menden, Fleshshapering is an ancient art, one seeing widespread practice in the Kahdarese Empire. Their creations still roam the ruins scattered in Cadar Kintar and in the great darkness below the surface. The gnomes of Cadar Kintar have slowly begun to rediscover the art, but many other peoples and nations are wary of fleshshapers, often viewing their work for as a form of Blasphemy.

Tool Proficiency

When you choose this specialization at 3rd level, you gain proficiency in Leatherworker’s tools. If you already have proficiency with leatherworker’s tools, you instead gain proficiency in one other type of artisan’s tool of your choice.

Grafted Weapon

Also at 3rd level, you have used your knowledge of anatomy to permanently augment yourself with a natural weapon. This weapon is considered an unarmed weapon attack in which you are proficient. Attacks with this weapon can use either Intelligence, Strength, or Dexterity for attack and damage roll,s your choice. You may choose the form of this weapon from the following options:

Claws: You gain a claw attack that deals 1d4 + ability modifier slashing damage. When you take the attack action, you make use your bonus action to make an additional claw attack as long as you have a free hand. You may add your ability modifier to this additional attack’s damage. The damage increase to 1d6 + ability modifier at 11th level, and 1d8 + ability modifier at 17th level.

Fangs: You gain a bite attack that deals 1d6 + ability modifier piercing damage. Whenever you successfully hit with your bite attack, you may use your bonus action to make a Strength (Athletics) check to grapple the struck creature. Anytime you begin your turn grappled with a creature, you may use your bonus action to deal Bite damage. The damage increases to 1d8 + ability modifier at 11th level, and 1d10 + ability modifier at 17th level.

Tentacle: You gain a Tentacle attack that does 1d6 bludgeoning damage with a reach 5 feet greather than your normal reach. Addtionally, this appendage allows you to reach and manipulate objects up to 5 feet further from you. The damage increases to 1d8 + ability modifier at 11th level, and 1d10 + ability modifier at 17th level.

Author’s Note:

By default, the grafts from various Fleshshaper abilities to not have mechanical drawbacks. This is likely unrealistic and Players and DMs are encouraged to collaborate on realistic reactions from NPCs and other PCs about extreme body modifications. As with many subjects, this may be a sensitive subject to some people in the group and it is important to always remember to discuss boundaries and provide safety to all of those you play with.

Fleshshaper Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in the Artificer class as shown in the Fleshshaper Spells table. These spells count as Artificer spells for you, but they do not count against the total number of artificer spells you have prepared.

Fleshshaper Spells Table

Artificer Level

Spells

3

Inflict Wounds, False Life

5

Blindness/Deafness, Gentle Repose

9

Vampiric Touch, Revivify

13

Blight, Death Ward

17

Reincarnate, Greater Restoration

 

Unrelenting Vitality

Starting at 5th level, your alterations to your body that allow you to heal injuries faster than normal. When you expend hit die during a rest, the minimum value of each die is your proficiency bonus.

Extra Attack

Additionally at 5th level, when you take the attack action, you make one additional attack with the weapon granted to you by the Grafted Weapon feature.

Arcanophysiological Thesis

At 9th level, your experimentation has resulted in a breakthrough as you graft an additional organ into your form. This grants you new and powerful abilities. Choose one of the following organs to gain the associated abilities.

Ecocularies: You grafts the harvested evocularies of a beholder into you own eyes. You gain proficiency in the Perception skill, additionaly, choose two spells from the following list. These spells are always prepared, count as artificer spells for you and do not count against the number of artificer spells you have prepared. You must expend an appropriate level spell slot to cast these spells as normal.

Ecocularies Spells
   
Charm Monster Hold Monster
Fear Slow
Enervention Telekinesis
Flesh to Stone Sleep
Disintegrate Finger of Death

After you gain this feature, when you level up as an Artifier and gain an Ability Score Improvement from the Artificer class, you may replace one spell you had previously chosen for this feature with another spell available to this feature.

Fundamentum: You graft a mere fragment of a dragon’s fundamentum into your chest. Choose one element of Acid, Cold, Fire, Lightning, or Poison; you gain resistance to damage of that element. Additionally, you can imbue the strikes of your grafted weapon natural weapon with the energies of that type. Once per turn, when you hit a creature with your Grafted Weapon, you can deal 1d8 additional damage of your chosen type to the target in addition to the attack’s normal damage.

Milathast: You graft a milathast and it’s associated glands from an aboleth. You gain resistance to poison damage and immunity to the poisoned condition. Additionally, you gain the Poison Spray cantrip. Creatures that fail the save against your poison spray gain the Poisoned condition until the end of your next turn.

Sheathflesh: You graft the flesh taken from a doppelganger across your body. You gain proficiency in one skill of your choice of Stealth, Persuasion, or Performance. Additionally, as an action, you can alter your form into any Small or Medium humanoid you have seen. This does not result in any change to your game statistics. The physical form is nearly indistringuishable from the original, and requires a Perception (Wisdom) check against a DC 10+your Artificer level to see something is amiss from appearance alone. Finally, when you complete a short or long rest, choose Dash or Disengage. Until you change this choice, you may use the chosen action as a bonus action.

Biomancer

Starting at 15th level, your mastery over living flesh has reached a terrifying pinnacle. You gain resistance to Psychic damage as your mind transcends the normal limits of your biology. You gain an improvement to your Arcanophsiological Thesis feature as follows:

Ecocularies: Pick one spell granted by this feature, you may now cast that spell once without expending a spell slot. Once you have done so, you may not use this feature again until you complete a long rest.

Fundamentum: You now deal 2d8 of your chosen element damage when you use this ability.

Milathast: When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast Poison Spray at the creature rather than making an opportunity attack. If you do so, the triggering creature has disadvantage on the constitution saving throw to resist.

Sheathflesh: You gain the Polymorph spell, it counts as an Artificer spell for you, is always prepared and does not count against your total number of prepared spells. You can cast Polymorph once without expending a spell slot. Once you have done so, you may not cast it again through this feature until you complete a long rest.

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