Base Class: Artificer
Flesh weavers are masters of the art of artifice as it pertains to the body and mind, wielding bone and sinew as other artificers do iron and steel. Similarly to the Battle Smith, a Flesh Weaver is able to apply their magics towards manifesting and maintaining a minion, known as a Fleshborne, which is the main focus of their abilities. A crafty Flesh Weaver can use their Fleshborne as a casting focus, as an ally in battle, and can even infuse it with their own magics over time, improving the design and crafting their own unique companion both in and out of battle.
Playing a Flesh Wever:
Unlike typical artificers, whose tools and proficiencies are those of stone, iron, steel and alchemy, a Flesh Weaver tends to use biological materials to create, craft and cast. Where a Battle Smith creates a beast of steel, your Fleshborne is crafted from the flesh of defeated creatures. Unlike an artillerist, who uses their arcane arsenal to launch volleys of magic, your Integrated Arsenal is crafted from your own body, as much an extension of yourself as other artificer's creations are external. You are encouraged as a Flesh Weaver to lean into this difference, explaining how you utilize your arts from within and among the flesh, rather than externally molding steel and iron.
Level 3: Of Sound Body
Tool Proficiency. When you adopt this specialization at 3rd level, you gain proficiency with Weaver's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Flesh Weaver Spells. Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh Weaver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
3rd: Inflict Wounds , Ray of Sickness
5th: Ray of Enfeeblement , Spike Growth
9th: Aura of Vitality, Bestow Curse
15th: Contagion, Negative Energy Flood
Fleshborne. At 3rd level, you gain the ability to craft a Fleshborne, a creature created from your harvesting of monsters and combination of their magical flesh into a companion. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Fleshborne statblock, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; you can use your artificer infusions feature to adjust its abilities and powers in various ways, as detailed in your level 5 "Imbued Infusions" feature.
In combat, the fleshborne shares your initiative count, but takes its turn immediately after yours. It can move, and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. This action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Inflict Wounds spell is cast on the Fleshborne, it heals for 2d10 hit points. If it has died within the last hour, you can use your weaver's tools as an action to revive it, provided you are within 5 feet of it and expend a spell slot of 1st level or higher. The Fleshborne returns to life after 1 minute with all of its hit points restored.
At the end of a long rest, you can create a new Fleshborne if you have your tools and at least 30gp worth of monster or beast flesh. If you already have a Fleshborne from this feature, the first one immediately perishes. The Fleshborne immediately perishes if you die.
Level 5: Imbued Infusions
Imbued Infusions. You are able to forgo one or more of your infusion slots to instead improve either your own or your Fleshborne's capabilities. When you finish a long rest, rather than using your Infusion slots on an appropriate mundane object or item, you can instead gain one of the following effects for either yourself or your Fleshborne. As you grow in your Flesh Weaver powers, you will gain access to more powerful infusions. You can’t apply the same Imbued Infusion to more than one creature at a time.
- Predatory. The creature gains the Extra Attack feature. When it takes the Attack action on its turn, it can twice, rather than once. While Predatory is active on your Fleshborne, it cannot use its Interpose reaction.
- Boneplate. You imbue the creature with a thick bone plating. It gains a +2 bonus to its armor class.
- Strengthened Ligaments. You strengthen the ligaments and musculature of the creature. It gains advantage on Dexterity saving throws and initiative rolls, and it can take the Jump action as a bonus action.
- Arcane Reactor. You imbue your fleshborne with a powerful arcane heart. You can cast any spell from your expanded Flesh Weaver through the fleshborn (spells cast in this way still expend a spell slot, but the fleshborn is treated as the casting location), so long as the Fleshborne is within 30ft. of you and you can see it. You can do so a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a short or long rest.
Optional Feature: Harvesting. At 5th level, your DM can allow you to gain the additional ability to harvest materials from corpses, and incorporate their abilities into yourself or your Fleshborne. You gain 1 additional Infusion slot (increasing to 2 at level 9 and 3 at level 15) which can only be used for these new Harvested Infusions.
In order to gain materials for a Harvested Infusion, you must complete one uninterrupted hour of study of a creature's corpse. You then make a check of your choice between Nature, Medicine, or Arcana. The DC for this check is 8 plus the creature's Challenge Rating, minus 2 for each additional hour spent researching the creature's corpse (maximum -8 for 5 total hours of study). After this has been completed, your Dungeon Master can choose to allow you one additional infusion. A table has been included for quick reference based on creature type, abilities and Challenge Rating, but your Dungeon Master can choose to deviate from or expand on this table at their discretion.
Level 9: Expanded Infusions
Expanded Infusions. You gain an additional, dedicated Infusion slot which can be used on any of the infusions from your Imbued Infusions list. Additionally, you gain the following expanded list, which can be used with your Imbued Infusions feature. Each of these additional infusions require 200gp worth of materials and a dedicated long rest to complete (I.E. you may not switch or alter any other Infusion slots other than this one over the course of the rest.) to either add or remove.
- Grafted Wings (Fleshborne Only). Your Fleshborne's size reduces to Small, and its damage die for Blood Lance and Spike Slam reduce to 1d6. It gains a permanent 30ft. Flying speed.
- Bone Talons (Yourself Only). You grow talons of bone from your hands. Your Unarmed Strikes now deal 1d8 Slashing damage. These talons cannot be removed from your body, and you can stow them as a bonus action. When stowed in this way, they are undetectable except by a DC18 Medicine or Investigation check.
- Spinal Cord Replacement. The creature adds its proficiency bonus to initiative checks. Once per long rest, it can end either the paralyzed or stunned condition on itself as a bonus action.
- Adaptive Plate (Replaces Boneplate). When you take damage of a type other than psychic, force or radiant, you can use your reaction to become resistant to that damage type until the end of your next turn. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Level 15: Infusion Maestro
Infusion Maestro. You can swap any of infusion from your Imbued Infusions feature when you take a short rest, rather than a long rest. This feature does not apply to infusions added by your Expanded Infusions feature.
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Legendary Infusions. You can select one Legendary Infusion from the following to apply to either yourself or your Fleshborne. This Legendary Infusion requires **two** infusion slots, rather than one, and requires 500gp of materials as well as a dedicated long rest (as described in your Expanded Infusions feature) to apply or change. All Legendary Infusions can be used one time per long rest.
- Elevated Predator. The creature can take a bonus action to transform for 1 minute. For the duration, it has advantage on its first melee weapon attack each turn, and this attack deals an additional damage die of damage. It can take an action to Roar.
Roar. Each creature of your choice in a 15ft. Emanation, Dexterity Saving Throw (DC 8 plus Intelligence modifier plus PB) Failure: 5d8 psychic damage and frightened until the end of its next turn, Success: half damage and not frightened.
- Regeneration Engine. The creature can take a bonus action to activate a special regenerative organ. For 1 minute, it regains hit points equal to your Intelligence modifier plus your proficiency bonus at the start of each of its turns.
- Stalker Core. The creature gains advantage on dexterity (Stealth) checks. It can take the Hide action as a bonus action. Once per turn, if it makes an attack roll while hidden and succeeds on the attack, it deals additional damage equal to your intelligence modifier plus your proficiency bonus.







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