Cleric
Base Class: Cleric

Unique amongst Clerics, the domain of the fleshsculptor is defined not by an intrinsic quality of a god, but rather the nature of their connection to their cleric. At their core, fleshsculptors are manipulators, singularly driven by their personal goals to shape and reshape the world and people around them. They rarely derive power from their worship, but rather worship the flow of power itself, aligning fanatically with whatever deities deign to bless their personal missions. They may seek to "uplift" those around them to greater heights, to correct perceived deficiencies in the living form, or simply to garner enough power to claim what is "rightfully" theirs. Many fleshsculptors surround themselves with tools made of bone, leather, or crystals of captured life essence - the byproducts of their trade.

Most fleshsculptor deities are evil aligned, though some may be neutral, or simply desperate for worshippers. Gods of Death, Blood, and War are natural choices, but curious or unscrupulous gods of Trickery, Medicine, or the Forge may also patronize a fleshsculptor.

***Note: This Subclass is intended for compatibility with the 2014 5.0 cleric rules. It also grants the Guardian of Nature spell from Xanathar's Guide to Everything as a Domain Spell at level 7. However, I am unable to add it to the automatically granted spell list because of dndbeyond's expanded rules guidelines, so you will need to either homebrew it onto your character manually, or choose to take Stoneskin as an alternative in the level manager***

Domain Spells

You gain domain spells at the cleric levels listed in the Fleshsculptor Domain Spells table. See the Divine Domain class feature for how domain spells work.

Fleshsculptor Domain Spells
Cleric Level Spells
1st False Life, Expeditious Retreat
3rd Alter Self, Aid
5th Animate Dead, Revivify
7th Guardian of Nature, Polymorph
9th Awaken, Modify Memory

Bonus Proficiencies

At 1st level, you gain proficiency with Martial Weapons and one Artisan’s tool of your choice. You can use the tool proficiency gained through this trait as a spellcasting focus in place of a holy symbol

Channel Divinity: Of The Flesh

Starting at 2nd level, you can use your Channel Divinity to bolster your craft, instantly reworking your target’s very essence.

As an action, touch one creature with your fleshsculptor’s focus. For 1 minute, you alter one of the creature’s core stats up or down by a number up to your proficiency bonus. Unwilling creatures can resist this effect with a successful Dex save against your cleric spellcasting DC, and it can be removed with a greater restoration spell. Once a creature has been targeted with this effect they are immune to it for the next 24 hours.

Perfecting Form

At 6th level, when you cast a transmutation or necromancy spell with a range of self, you can instead cast it on another creature within 10ft of you. Unwilling creatures can resist this with a Con save against your spell DC. When cast in this manner, you maintain concentration on the spell as usual.

7th Level Domain Spells

Due to dndbeyond's restrictions on including Xanathar's spells in homebrew subclasses, choose either Guardian of Nature or Stoneskin as your 7th Fleshsculptor Domain Spell.

Guardian of Nature

Despite it being a domain spell, choosing this option will not physically add Guardian of Nature to your sheet's spell list, due to dndbeyond not allowing me to link "expanded rules" content on a shared subclass. I recommend homebrewing an item that teaches you the spell and adding it to your personal inventory as a workaround. Or choose the Stoneskin alternative option.

Stoneskin

A core rules alternative to the Fleshsculptor's Guardian of Nature Domain Spell, if you are unable or would prefer not to add that to your character manually. While not listed as a prepared cleric spell, choosing this option will cause Stoneskin to appear on your character sheet's spell list, and it nevertheless counts as a cleric spell for you.

In Your Image

At 8th level, when you cast a spell that summons aid or restores a creature to life, you can use your artisan’s tools to perform a ritual that modifies your creation to your liking. By adding one minute to the casting time and using your tool as a spellcasting focus, you can alter the targets of a cleric spell that resurrects, animates, awakens, or summons a creature in one of the following ways:

  • Enhanced Limbs. You add 10 feet to the creature’s walking, swimming, and climbing speeds.
  • Empowered Strikes. Once per turn when hitting an enemy with a melee attack, the enhanced creature can cause the strike to do an extra d8 of the same damage type.
  • Sculpted Hide. You reinforce the creature’s outer shell, adding +1 to their AC and giving them resistance to one kind of elemental damage.
  • Deceptive Form. You physically reshape the creature’s appearance, causing them to appear as another species or individual of the same size category and arrangement of limbs (such as with the disguise self spell). This does not effect the creature’s stats.
  • Altered Nature. You change the creature’s type to undead, monstrosity, or construct.

This effect applies to all creatures created by the spell, and lasts a number of weeks equal to the spell’s level. The effect ends early if the creature is killed. You must complete a long rest before using this trait again, or take one level of exhaustion for each subsequent use.

Magnum Opus

At 17th level you become a master of your craft. When using In Your Image, you can apply two alterations to each creature instead of one. Additionally, you may choose from the following enhancements for one of your chosen options:

  • Enhanced Limbs. The creature gains the ability to dash as a bonus action.
  • Empowered Strikes. The strike’s extra damage increases by an extra 1d8 necrotic damage. Additionally, all of the creature’s melee attacks count as magical for the purpose of overcoming resistances.
  • Sculpted Hide. The creature also gains resistance to radiant or necrotic damage.
  • Deceptive Form. The creature learns 1 language you know, and gains a bonus to their deception and performance checks. This bonus is equal to your Wisdom modifier at time of casting.
  • Altered Nature. Whenever you target the effected creature with a spell, you can choose whether to treat them as their new creature type or humanoid

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