Base Class: Artificer
The Fleshsculptor is an artificer who turns the line between life and death into a canvas, weaving flesh, bone, and sinew into living constructs. Rejecting mundane materials like metal or stone, they sculpt with the raw matter of the mortal form, reshaping corpses into obedient monstrosities or grotesque works of art. Their creations are not mere tools—they are extensions of their will, capable of violence, cunning, and eerie adaptation.
Fleshsculptors often follow a singular vision or deity, and many dedicate themselves to a “mother goddess” of life, death, and rebirth. To her, death isn't permanent, just a transition of form — raw material for her glory. In her name, the Fleshsculptor experiments on cadavers, fusing necrotic energy with artifice to produce monstrosities that blur the boundary between the natural and the unnatural.
Through their dark craft, Fleshsculptors become both creators and avatars of their goddess, spreading her influence one horrific, living monstrosity at a time. Their flesh Monstrositys—monsters born of sculpted bone, flesh, and necrotic magic—serve as their disciples, guardians, and creations.
Sculptor's Armament
You gain proficiency with martial weapons. In addition, the following spells are always prepared for you at the appropriate level and count as artificer spells for you, without counting against the number of artificer spells you can prepare:
Spells
3rd command, false life
5th gentle repose, suggestion
9th Revivify, Animate dead
13th fabricate, death ward
17th raise dead, modify memory
Deathless Vigor
Negative energy flows through you, your body hardened, your touch cold.
Gain a natural AC of 13 + your int modifier.
Monstrous Creation
As a Magic action, you touch the corpse of a dead creature, or a significant portion of one. Provided the creature has been dead no longer than 10 days, or under the effects of gentle repose; you may attempt to make a “Flesh Monstrosity” of a small or medium size. This ritual takes an hour, and does not always bind the creature to you.
The creature does not initially speak, but understands the languages of it’s maker.
The creatures have a form of free will, and may act accordingly. Often with violent or savage instinct
They are capable of learning, adapting, and surviving their known world. Even developing speech if given enough time
A Flesh Monstrosity may be bound as a companion by it’s maker, taking initiative right thereafter. However, only one may be bound at a time. Flesh monstrosities not bound in this way will stray from their maker’s location, though can be commanded towards an objective or goal. This ability can only be used once per long rest.
Flesh Monstrosity stat Block
Medium monstrosity (undead), unaligned
Armor Class 9 + the fleshsculptor’s Intelligence modifier
Hit Points (Artificer level)d8 + the fleshsculptor’s proficiency bonus
Speed 30 ft., fly 30 ft. (if created with wings or similar anatomy)
Str 17 (+3)
Dex 13 (+1)
Con14 (+2)
Int 12 (+1)
Wis 9 (−1)
Cha 9 (−1)
Saving Throws - Uses the fleshsculptor’s saving throw bonuses
Skills - Uses the fleshsculptor’s skill bonuses
Damage Immunities: poison
Condition Immunities:charmed,exhaustion, poisoned, unconscious
Senses: darkvision 60 ft., passive Perception 11
Languages: understands the languages of its creator but can’t speak
Challenge — (scales with creator)
Traits
Aversion to Fire - If the flesh monstrosity takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form - The flesh monstrosity is immune to any spell or effect that would alter its form.
Undead Makeup - The flesh monstrosity doesn’t require air, food, drink, or sleep.
Maker’s Mark - The flesh monstrosity uses the fleshsculptor’s saving throw bonuses and skill modifiers in place of its own.
Actions
Slam. Melee Weapon Attack: uses the fleshsculptor’s spell attack modifier to hit, reach 5 ft., one target.
Hit: 2d8 + 4 bludgeoning damage.
Grim Efficiency
Once per turn, when you deal damage with a melee weapon, you may deal an additional 2d6 necrotic damage on a successful hit.
You regain hit points equal to the necrotic damage dealt by this feature.
Grand Atrocities
As a Magic action, you can create a Large or Huge Flesh Monstrosity. This creation requires a massive quantity of material, consuming two Medium or Small corpses, or one corpse of Large size or greater.
This feature follows all the rules of your Monstrous Creation feature, with the following additional limitations and benefits:
* You create only one, and once you use this feature, you can’t do so again until you finish a Long Rest.
* A Flesh Monstrosity created in this way uses d10 Hit Dice instead of d8.
* The monstrosity gains a bonus to its damage rolls equal to your Intelligence modifier (minimum +1).
* The monstrosity gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* When this Flesh Monstrosity is destroyed, its unstable form collapses into inert remains and cannot be used again for Monstrous Creation.