Artificer
Base Class: Artificer

The flesh sculptor is a common creature in royal courts and the lowest alehouses alike. A subsect of artificers dedicated to empirical manipulation of the flesh using magic, flesh sculptors differ from regular artificers in subject matter, but often not mindset. A flesh sculptor is always in demand, whether performing elaborate plastic surgery for the rich or reattaching the fingers of a lumberjack. Flesh sculptors hold to no particular organisation or alignment.

Level 3: Twist Face

Level 3: Twist Face

You learn to use your skills to alter the appearance of a humanoid. You gain Expertise in Medicine. Given 8 hours and your tinker's tools, you can alter the facial appearance of a creature to a nearly unlimited extent, including disguising as other individuals who you have seen the face of for more than ten minutes without obscuration (an image or illusion can also work at DM's discretion). Creatures attempting to discern the true identity of the creature through facial inspection must make an Intelligence(Insight) or Wisdom(Perception) check against your passive Medicine. If the check fails, the deception is successful. 

In addition, your abilities allow you to sculpt flesh for good or ill in combat. Once per long rest and per turn, you can use a free action to heal a creature you touch for an amount of HP equal to your level+ your Intelligence(Medicine) bonus. Alternatively, you can use a free action to make an attack roll against one enemy within range. On a hit, they take 1 Slashing damage and become Frightened of you. While Frightened in this way, the creature rolls a Charisma saving throw against your spell save DC at the start of each of their turns. On a success, the creature is no longer Frightened. You gain the ability to Sculpt Flesh in combat an additional time per long rest at level 7, 11 and 17.

Level 3: Anatomist

Level 3: Anatomist

You start to use your skills to greater understand the physiology of creatures through vivisection or dissection. Given 1 hour and your tinkers tools, you can gain access to one trait related to a body part and the move speeds of a dead or incapacitated creature you can see and operate on. In addition, you learn the resistances and vulnerabilities of the creature.

In addition, you gain the ability to use your skills to transfer organs or even limbs from slain enemies. When you gain this feature you gain 1 modification slot, which you can use to make the following changes to yourself or a willing/incapacitated creature given the corpse of a non-construct, non undead enemy of a size not more than 1 smaller or larger than you, your tinkers tools, 500Gp, and eight hours. You gain an additional modification slot at level 7, 10, 15 and 19.

1.Additional Arm/Prehensile Tail

Your target has a third arm or tail emerging from its body. This limb can manipulate an object, open or close a door or container or pick up or set down a Small object. The limb visually resembles the limb of the creature you took it from. Due to the additional arm or tail, the target has advantage on checks made to escape grapples, nets and other environmental obstacles (eg webs). 

2. Third eye

Your target (literally) has an eye on the back of its head. It cannot be surprised, and gain +2 to initiative. If the creature the eye was removed from had any special senses you lack, your target gains them. In addition, the target gains +2 to Wisdom(Perception).

3. Gills.

You gain the ability to breathe underwater for an indefinite length of time.

4. Second stomach

Your target gain the ability to derive nutrition from places you would formally lack. This depends on the animal it is removed from. For example, if removed from a grazing animal, it wouldgain the ability to derive nutrition from grass. In addition, you have advantage on all saving throws against ingested substances.

5. Enhanced legs (requires level 10). 


If the creature had 10 feet or more greater movement speed than your target, it gains +10 to movement speed. In addition, it gains half the climb speed of the creature as well as leg related traits such as spider climb. However, the target also gains -1 to Charisma(Persuasion) checks at DMs discretion if the limbs would warrant it (EG spider legs). 

5. Replaced hands

You remove both hands and replace them with the hand of the creature you are transplanting from, modified to allow the same ability to grip as before. Your target gains the unarmed strike attack (EG claws) of the creature you removed the hands from, and half its burrow speed, as well as any specialised traits associated with the hands (EG burrow through stone).

6. Replaced skin (requires level 10). 

You fully remove and transplant the skin of an enemy onto your target. It gains all skin related traits (EG slippery) and identical base natural armour to the creature. However, it also gains disadvantage on Wisdom(Perception) checks depending on touch.

7. Flurry Of Limbs (requires level 10). 

You graft one or more additional limbs with full violent potential to your target's spine. Choose one to three attacks of the dissected dead target that are performed by limbs. Whenever it performs an opportunity attack, these additional limbs also make attacks, using their original to hit and damage bonuses. However, all armour it wears must be tailored to you at an additional cost of 1d10 days and 1d100 percent of its original value.

8. Winged (requires level 15). 

You implant the wings of a creature into the back of your target. It gains the flight speed of that creature.

9. Secreting Glands(requires level 15). 

The attacks of your target are enhanced with lethal venom or acid. Choose one attack of the donor corpse that deals poison or acid damage- that damage is added to all attacks (including damaging spells) made by the target.

 

 

Anatomist Spells

Level 3: Anatomist Spells


When you reach an Artificer level specified in the below Spells table, you thereafter always have the listed spells prepared.

3 Cure Wounds, Inflict Wounds
5 Beast Sense, Enlarge/Reduce
9 Animate Dead, Speak With Dead
13 Charm Monster, Polymorph
17 Danse Macabre, Mass Cure Wounds

Extra Attack

Level 5: Extra Attack


You can attack twice instead of once whenever you take the Attack action on your turn.

Command The Humours

Level 9: Command The Humours

Your understanding of the body allows you to use your magic to affect the four humours, creating beneficial or negative effects. At the end of each long rest remove your previous humour effect if present and pick zero or one of the humours to enhance within you.

1- Blood. You make all checks related to socialisation with advantage. In addition, creatures have disadvantage on saves to avoid being charmed by your spells. However, you take an additional 5 damage from all attacks that deal slashing or piercing damage. 

2- Yellow Bile. You gain an additional 5 feet of movement. In addition, you can take the dash action as a bonus action, and you gain advantage on opportunity attacks. However, your AC is reduced by 1.

3- Black Bile. Your attacks or damaging spells deal an additional 1d6 poison damage, increasing to 2d6 at level 17 . However, your max hit points are reduced by 1*your artificer level.

4- Phlegm. You gain +2 to Intelligence, Wisdom, or Charisma. However you have disadvantage on Strength(Athletics) checks. 

Abomination

Level 15: Abomination


You become something more than human through your self-experimentation. You gain resistance to nonmagical slashing damage, and advantage on constitution saving throws. In addition, you gain advantage on Charisma(Intimidation) checks. Your creature type changes to Aberration.

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