Base Class: Artificer
Fleshmancers studied anatomy and the working of life's essence in itself, while the act of Bio-Organic-Magic (Biomancy for short) is a morally grey area there are no laws against it but using living people does counts as assault and murder if succeeded in using Biomancy on a living being. You can take chunks of flesh and meld them together to create Constructs or make flesh versions of your magical tinkering infusions (an angler fish bulb for light, a mouth to recite a message, etc.). Most fleshmancers cannot usually manipulate things bigger than a 4ft cube size but some surpass this limitation which is where most of the moral questions come in. Most fleshmancers are shut-ins away from the world, worship some eldritch or demonic deity/work with a cult, or take up the trade on a whim during their artificer training in secret.
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with Brewer's Supplies. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Fleshmancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fleshmancer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
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Artificer Level |
Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Flesh Construct
You can create a construct of flesh that you can modify, but you need a bone, at least 1ft of flesh to conjure it, and a maximum of 4ft, and 2-5 minutes of concentration depending on size(2 for smallest 5 for largest). You can choose whether it's a biped, Aquatic, or Quadped in shape each has different stats but all have 14 AC and 8 + CON and an additional 1d8 + CON for each additional level in artificer. They get +1 point in their best stat every time you get an ability score increase indicated by a plus being next to the stat.
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Biped |
20ft walking STR 15+ CON 14 DEX 13 INT 8 WIS 7 CHA 5 |
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Quadped |
30ft walking STR 13 CON 14 DEX 15+ INT 6 WIS 7 CHA 5 |
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Aquatic |
25ft swimming STR 12 CON 13+ DEX 11 INT 6 WIS 9 CHA 5 |
You can add features to your creature depending on the additional materials you choose to add up to your proficiency bonus, you get the materials back if the construct dies but lose the base components
Feathers (Aquatic must be able to breathe above water to have)
This will allow your construct to fly 15ft, the wings will be made of the same feather you used to create the construct
Sharp claws or teeth
This adds 1d4 damage to any slash or pierce attack your construct makes and makes the target roll a DC 12 CON save or start bleeding. using claws will give it claws (the attack is the same as bite but with slash damage)
Thick hide or hard scales
This adds +2 to your construct's AC and will give your construct a thick hide or scales depending on which component is used (hide cannot be processed).
Poison or venom gland or vial
This gives your construct 1d6 poison damage to their bite, their teeth will gain a snake-like shape that you can also use to collect more poison. the bite will also inflict any additional effects the poison or venom used causes.
Acid gland or vial
Allows the construct to shoot acid (to hit +your PROF +DEX, damage 2d4 acid) and inherits any other effects the acid causes. The construct will become a more vibrant color and a bit bloated
Small animal foot (foot of any small creature)
Gives +5ft of movement and your construct can dash as a bonus action, they become a bit more slender and dexterous looking. The Aquatic construct will gain additional fins
Brain matter (Biped Only)
Makes the constructs INT 10, gives it the ability to wield simple melee weapons, and it gets proficiency in daggers, handaxes, and sickles using your PROF bonus. It will resemble that of a human and can convey simple thoughts like danger or safe
Hooves (Quadped Only)
Gives the construct hooves that allow it to climb steeper inclines like a goat even if the hooves are not goat hooves. the hooves will look like the ones you used
Ink sack or bottle of ink (Aquatic Only)
Gives the construct the ability to shoot ink out of its mouth causing a creature to make DC 15 CON save or be blinded for a turn, if underwater the ink will be a 5ft cube cloud that lasts 2 rounds making any creature whose head is in it blinded. The construct also becomes more of a squid or octopus allowing it to grapple a creature, unless the target is similar or smaller in size it will only reduce movement by 10ft.
Any dragon or dragon-like body part (Dragonborn scales for example)
Gives the construct the breath weapon of whatever dragon or dragon-like creature was used once per long rest, it works how it would for a Dragonborn but it's the construct CON mod when calculating DC save. The construct will have the facial structure of a dragon or for the aquatic construct a sea serpent
Eye of a creature with darkvision
Your construct gains darkvision of 30ft and its eyes will look like that of the ones you used. It cannot discern color even if the original creature's eyes could.
Gills or lungs
Allows your construct to breathe in water or the aquatic construct to breathe in air (must have tentacles to move on the ground). This allows you to put wings on the aquatic construct
Mole claw (Biped and Quadped only)
The construct gains claws that allow them to dig giving them 15ft burrowing speed and 30ft of tremorsense. the claws can be used to attack using the same stats as bite but with slash damage
Undead component (A reanimated skeleton bone, reanimated corpse flesh, Vampire tooth, etc.)
Makes the constructs bite attack heal 1d6 on a successful attack or 2d6 healing on a crit. Your construct will gain fangs like a vampire, these fangs will be next to venom fangs if you have those too.
Adrenal Rush
You can enhance your construct temporarily in battle using a bonus action up to your INT mod (minimum 1) times per long rest, your construct must be within 60ft of you and in your sight to use this feature and they cannot have more than 1 effect at a time, applying a different effect will cancel the other one.
Here is the list of available buffs
Adrenaline
Your construct will deal 1d4 extra damage for 5 turns, the effect ends early if combat ends
Serotonin
Anyone you consider an ally that's within 10ft of your construct gains advantage on attack rolls and so does the construct lasting 3 turns, the effect ends early if combat ends
Melatonin
Your construct gains advantage on stealth checks and adds your proficiency bonus to any stealth check roll. It lasts for 1 hour but can only be used if the construct is out of combat and loses the effects as soon as it enters combat.
Regeneration (2 points)
You heal your construct for 2d4 healing and recover it from any serious injury
Mad dash
Gives your construct the dash action effects on its turn without it needing to use any action.
Absorption
Your construct can eat 1 corpse nearby only leaving the bones and gains temporary hitpoints based on the size of the creature for the rest of the day. small is 1d4, small/medium is 1 + 1d6, medium is 2 + 2d4, large is 3 + 2d6. anything bigger than large can still be consumed but it will only eat the size of a large and gain large benefits.
Body Modification
Your control over life now allows you to give modifications to yourself and other people. You'll need more material to apply the mods and only one mod can be applied to a person at a time and you can only apply it to a number of people equal to your intelligence mod (minimum 1). The modifications last a number of days equal to your proficiency bonus and effects end early if you are on a different plane than the person it's applied to for 5 minutes or if your HP hits 0. You can also choose to end the mod early to get some of the resources back otherwise all used resources will be consumed. You must take 10 minutes to apply the mods
Here is the list of materials and what the mod gives you
A bundle of feathers or set of non-feather-based wings (bat wings for example)
Gives the modded creature wings to fly for 15ft, the wings take the appearance of the feathers or set of non-feather-based wings used, they can mismatch allowing for the wings to be made of a variety of animal feathers
Claws or fangs
Gives the modded creature claws or fangs to use for unarmed strikes, this deals 1d6 slash or pierce damage depending on if you used claws or fangs, claws will appear on the knuckles, and the fangs will replace 2 of the front teeth resembling a saber tooth tiger.
Thick hide or hard scales
Gives the modded creature a natural AC of 16 when not wearing armor and makes their skin more leathery to the touch.
Animals Foot
Gives +5ft of movement and the dash action as a bonus action to the creature. The legs will grow around 2-3 inches and the creature will feel lighter on its feet.
Brain
Gives the creature +1 to their intelligence, if the creature has an intelligence lower than 10 they will instead be set to an intelligence of 12, if they can't speak this will not give them the ability to do so.
10-5 inch fish
Gives the creature the ability to swim their walking speed and lets them breathe underwater. They grow gills on the side of their neck and gain fish scales on the back of their hands going up to their elbow.
Squid of a small size
Gives the creature 2 tentacles coming from its back to use as extra limbs and gives them 15ft of swimming speed
Claws of a creature that could climb
Gives claws that you can attack with for 1d6 slashing damage and you also gain 15ft of climbing speed along with 10ft of tremor sense
Set of Vampire fangs
Gives you some of the abilities of a vampire without the downsides although some are weaker. This includes a weaker bite attack(specifications below), necrotic damage resistance, being able to summon 1d4 swarm of bats or rats once per day, and 60ft of darkvision. You cannot salvage the materials by ending the mod early Bite: Melee Weapon Attack: +STR to hit, reach 5 ft., one willing creature, or a creature that is grappled by you, incapacitated, or restrained. Hit: 3 + STR (1d6 + STR) piercing damage plus 6 (2d6) necrotic damage. You heal for the same amount of necrotic damage you dealt
Expert Biomancer
When you reach the 15th level the mods you apply to yourself and others are permanent unless one of the other conditions are met. You also get more powerful constructs with their best stat now allowed to go up to 22 given this new stat table and extra attack
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Biped |
25ft walking STR 17+ CON 16 DEX 15 INT 10 WIS 9 CHA 5 |
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Quadped |
35ft walking STR 15 CON 16 DEX 17+ INT 10 WIS 9 CHA 5 |
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Aquatic |
30ft swimming STR 15 CON 15+ DEX 13 INT 10 WIS 11 CHA 5 |
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