Rogue
Base Class: Rogue

To be a Fleshweaver is to be capable of weaving the flesh of themself and others as though it were silk. Either trained as spies or torture specialists among various cults and corrupted churches, self taught fanatics with an obsession over the deities and their potential control over one’s body, or an outcasted individual with strong faith and desire to heal who — while too disillusioned to serve the divine as a Cleirc, may still have use to the divine.

Level 3: Spellcasting

• Spellcasting: When you reach 3rd level, you augment your martial prowess with the ability to cast spells
• Cantrips: You learn three cantrips of your choice from the Cleric spell list. At 10th level, you learn an additional cleric cantrip of your choice.
• Spell Slots: The Fleshweaver Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
• Spells Known of 1st Level and Higher: You know three 1st-level cleric spells of your choice. The Spells Known column of the Fleshweaver Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you take a long rest, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
• Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated prayer and divine favor. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Strike of Atrophy

At 3rd level, you may choose to change the damage type of your Sneak Attack to necrotic when rolling your Sneak Attack die.

Quick Fix

At 3rd level, you are proficient in the Medicine skill if you aren’t already. In addition when you cast a spell intended to heal an allied creature, you can choose to expend an additional spell slot to add your Sneak Attack die to the amount of hit points regained.

Quivering Flesh

At 9th level, any successful spell attack will add a Quivering Flesh effect to the hostile creature until the start of your next turn. While this Quivering Flesh effect is active, any allied creature that attacks that hostile creature with a weapon attack or unarmed strike may add an additional 2d6 to their damage rolls.

At 13th level, the damage die from Quivering Flesh changes to a 3d6. At 17th level, it changes to 4d6.

 

Muscle Memory

Any allied creature that makes a skill check within your line of sight may roll as though they are proficient in the skill if they do not have proficiency in that skill already. If they are already proficient, then they may roll with Expertise instead.

This ability counts Blindsight and Tremorsense as a line of sight incase the Fleshweaver is blind.

Divine Adrenaline

When you successfully land a sneak attack against a hostile creature, you may choose to regain either two 1st level spell slots or one 2nd level spell slot.

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