Base Class: Wizard
You create a loyal undead companion known as a Fleshbound, stitched together through forbidden surgery and necromantic experimentation.
You can perform a 1-hour ritual during a Long Rest to create or restore your Fleshbound.
If your Fleshbound is destroyed, you can restore it during a Short or Long Rest. At the end of the rest, it returns with all its hit points and appears in an unoccupied space within 5 feet of you.
The Fleshbound acts on your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but it only takes an action if you use a Bonus Action to command it. If you are incapacitated, the Fleshbound takes the Dodge action.
Level 3: Fleshbound Creation
You create a loyal undead companion known as a Fleshbound, stitched together through forbidden surgery and necromantic experimentation.
You can perform a 1-hour ritual during a Long Rest to create or restore your Fleshbound.
If your Fleshbound is destroyed, you can restore it during a Short or Long Rest. At the end of the rest, it returns with all its hit points and appears in an unoccupied space within 5 feet of you.
The Fleshbound acts on your initiative and takes its turn immediately after yours. It can move and use its reaction on its own, but it only takes an action if you use a Bonus Action to command it. If you are incapacitated, the Fleshbound takes the Dodge action.
Fleshbound
Medium Undead
Armor Class: 13 + PB
Hit Points: 5 × Wizard Level
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 6 (-2) | 10 (+0) | 5 (-3) |
Saving Throws: Add PB to all saving throws.
Damage Resistances: Necrotic
Condition Immunities: Poisoned
Senses: Darkvision 60 ft.
Traits
Bound to Your Will. The Fleshbound adds your PB to attack and damage rolls.
Life Drain. At the start of the Fleshbound's turn, one creature grappled by it takes necrotic damage equal to your Intelligence modifier + PB. The Fleshbound regains HP equal to the damage dealt.
Shared Vitality. When you cast a spell of 1st level or higher, the Fleshbound regains HP equal to the spell's level × your PB.
Actions
Slam
Melee Weapon Attack: {{spellattack}} to hit, reach 5 ft., one target.
Hit: 1d8 + {{proficiency}} bludgeoning or force damage.
If the target is Large or smaller, the Fleshbound can attempt to grapple it (escape DC {{savedc:int}}).
Level 3: Stitch Flesh
You can repair your creation with unnatural precision.
As a Bonus Action, you can expend a spell slot to restore hit points to your Fleshbound within 30 feet.
The Fleshbound regains 2d8 hit points per level of the spell slot expended + your Intelligence modifier.
You can take necrotic damage equal to the spell slot's level to maximize the healing dice.
Level 3: Sculptor's Tools
You gain proficiency with Medicine and either Alchemist's Supplies or Leatherworker's Tools.
You can use these tools as a spellcasting focus for your wizard spells.
In addition, whenever you make a Wisdom (Medicine) check, you gain a bonus to the roll equal to your Intelligence modifier (minimum bonus of +1).
Level 6: Fleshbound Conduit
Your Fleshbound becomes an extension of your magical will.
When you cast a wizard spell with a range other than Self, you can have the spell originate from your Fleshbound instead of yourself, provided the Fleshbound is within 60 feet of you.
The Fleshbound must be able to see a target if the spell requires sight.
In addition, when the Fleshbound succeeds on a saving throw against one of your spells, it takes no damage if it would normally take half damage on a successful save.
Level 6: Fleshcraft Enhancements
Your experiments have yielded a variety of surgical modifications for your Fleshbound.
Choose three Fleshcraft Enhancements from the Fleshcraft Enhancements list.
You learn one additional Fleshcraft Enhancement at 10th level and again at 14th level.
Whenever you gain a Wizard level, you can replace one Fleshcraft Enhancement you know with another from the list.
Bone Spines
Your Fleshbound sprouts jagged ribs, sharpened vertebrae, and other deadly protrusions.
When a creature hits the Fleshbound with a melee attack, that creature takes piercing damage equal to your Intelligence modifier.
A creature that escapes the Fleshbound's grapple takes piercing damage equal to your Proficiency Bonus.
Once on each of the Fleshbound's turns when it hits a creature with a Slam attack, that creature takes additional piercing damage equal to your Intelligence modifier.
Crushing Hold
The Fleshbound's grip becomes nearly impossible to escape.
Creatures grappled by the Fleshbound have disadvantage on Strength and Dexterity saving throws.
Flickering Anatomy
Your Fleshbound's body briefly collapses into gore, shadow, or swarming fragments before reforming elsewhere.
As a Bonus Action, the Fleshbound can teleport up to 30 feet to an unoccupied space it can see.
Immediately after teleporting, it can attempt to grapple one creature within 5 feet.
Necrotic Infusion
Dark energies suffuse the Fleshbound's attacks.
Whenever the Fleshbound deals necrotic damage, add your Intelligence modifier to that damage.
Creatures damaged by its necrotic damage can't regain hit points until the start of your next turn.
Noxious Fumes
The Fleshbound can vent a cloud of foul necrotic vapors when threatened.
When a creature within 5 feet of the Fleshbound hits it with an attack, the Fleshbound can use its reaction to force that creature to make a Constitution saving throw against {{savedc:int}}.
On a failed save, the creature is Poisoned until the end of its next turn.
Reinforced Frame
Extra bone, muscle, and protective plating reinforce your creation.
The Fleshbound gains a +2 bonus to AC and additional hit points equal to your Wizard level.
Skittering Agility
Your Fleshbound develops hooked claws, adhesive pads, or other unnatural adaptations.
The Fleshbound gains a climbing speed equal to its walking speed and can climb difficult surfaces, including ceilings, without needing to make an ability check.
Soul-Rending Cry
Your Fleshbound releases a scream of agony harvested from the dead.
As an action, the Fleshbound emits a terrifying cry.
Each creature of your choice within 15 feet that can hear it must succeed on a Wisdom saving throw against {{savedc:int}} or become Frightened of the Fleshbound until the end of the Fleshbound's next turn.
A creature that fails this saving throw by 5 or more must immediately use its reaction, if available, to move up to its speed away from the Fleshbound.
Spellwrought Flesh
Arcane sigils and enchanted tissues reinforce your Fleshbound against hostile magic.
The Fleshbound has advantage on saving throws against spells.
The Fleshbound has resistance to damage dealt by spells.
Stitched Flesh
Your Fleshbound's body continuously repairs minor tears and damage.
At the start of each of its turns, the Fleshbound regains hit points equal to your Intelligence modifier if it has at least 1 hit point.
Undead Bile
Your Fleshbound develops corrosive organs capable of projecting necrotic sludge and digestive acids.
The Fleshbound gains the following attack:
Undead Bile. Ranged Spell Attack: {{spellattack}} to hit, range 30 ft., one target.
Hit: 2d8 acid damage.
The damage increases to 3d8 at 14th level.
Unsettling Speed
The Fleshbound's movements become unnaturally swift.
Its speed increases to 40 feet.
In addition, it can take the Dash or Disengage action as a Bonus Action without requiring your command.
Perfected Anatomy
The Fleshbound makes two Slam attacks when commanded to take the Attack action.
Learn one additional Fleshcraft Enhancement.
Masterpiece of Flesh
Your Fleshbound has reached the pinnacle of your art.
Choose one Masterpiece Mutation from the options below. The chosen mutation permanently alters your Fleshbound, transforming it into a truly unique horror.
You also learn one additional Fleshcraft Enhancement.
Carrion Stalker
Necrotic toxins and unnatural humors seep from your Fleshbound's claws and grasp.
Once per turn when the Fleshbound damages a creature, that creature must succeed on a Constitution saving throw against {{savedc:int}} or have its speed reduced to 0 until the start of the Fleshbound's next turn.
If the creature is grappled by the Fleshbound, it is instead Paralyzed until the start of the Fleshbound's next turn.
Grave Knight
Your Fleshbound develops into a disciplined undead warrior, clad in scavenged armor and armed with weapons forged from bone and steel.
The Fleshbound gains a shield, increasing its AC by 2.
In addition, it gains the following attack:
Undead Weapon
Melee Weapon Attack: {{spellattack}} to hit, reach 5 ft., one target.
Hit: 1d8 + {{proficiency}} piercing, slashing, or bludgeoning damage (chosen when you gain this mutation).
When the Fleshbound takes the Attack action, it makes three Undead Weapon attacks.
Once on each of its turns when it hits a creature with an Undead Weapon attack, it deals additional necrotic damage equal to {{modifier:int}}.
Phantom Stalker
Your Fleshbound becomes infused with shadowstuff, slipping between darkness and reality.
The Fleshbound gains resistance to all damage except force and radiant damage.
In addition, while in dim light or darkness, it can take the Hide action as a Bonus Action.
Shadow Drinker
Your Fleshbound develops an insatiable thirst for life energy.
Whenever the Fleshbound deals necrotic damage, it regains hit points equal to the damage dealt.
Creatures damaged by its necrotic damage can't regain hit points until the start of your next turn.
Undead Juggernaut
Your Fleshbound grows into a towering engine of destruction.
Its size becomes Large.
Its Slam damage becomes 2d8 + {{proficiency}}.
Creatures grappled by the Fleshbound are Restrained instead of grappled.
Zombie Mage
Your Fleshbound becomes a vessel for stolen arcane power, its body etched with necromantic sigils and fueled by dark magic.
The Fleshbound gains resistance to force damage and the following attack:
Grave Bolt. Ranged Spell Attack: {{spellattack}} to hit, range 60 ft., one target. Hit: 3d8 necrotic damage. The target can't regain hit points until the start of the Fleshbound's next turn.
When the Fleshbound takes the Attack action, it can replace one of its attacks with Grave Bolt.
In addition, when you cast a wizard spell through your Fleshbound using Fleshbound Conduit, you can choose one of the following benefits:
- Increase the spell's range by 30 feet.
- Add {{modifier:int}} to one damage roll of the spell.
- One creature damaged by the spell can't regain hit points until the start of your next turn.
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