Base Class: Artificer
A fleshweaver practices the art of living artifice, using alchemical preservatives, arcane sutures, and transmutation to integrate harvested tissue into a living body. Some develop replacement limbs and restorative treatments; others pursue increasingly monstrous forms, treating their own bodies as unfinished inventions.
Fleshweaver Spells
| Artificer level | Spells |
|---|---|
| 3 | false life, ray of sickness |
| 5 | alter self, blindness/deafness |
| 9 | fear, vampiric touch |
| 13 | death ward, polymorph |
| 17 | contagion, hold monster |
3rd level: Living Weapon
Using alchemist’s supplies, you have integrated a biological weapon into your body. Choose its appearance, such as claws, a fanged maw, a horn, or a muscular appendage.
- It is a simple melee weapon with which you are proficient.
- It deals 1d6 bludgeoning, piercing, or slashing damage, chosen when you create it.
- You can use Intelligence instead of Strength for its attack and damage rolls.
- It has a reach of 5 feet and requires no free hand.
- When you take the Attack action on your turn and attack with it, you can make one attack with it as a bonus action.
- It can serve as a spellcasting focus for your artificer spells.
You can change its appearance and damage type when you finish a long rest, provided you have alchemist’s supplies.
Your living weapon can receive your Enhanced Weapon infusion, despite being part of your body. It otherwise follows that infusion’s normal rules.
Extra limbs never grant additional attacks beyond those expressly granted by a feature.
Adaptive Grafts
You can maintain two adaptive grafts, in addition to your living weapon.
When you finish a long rest, you can install, remove, or replace your adaptive grafts using alchemist’s supplies. Choose from the following options; you cannot select an option more than once.
| Graft | Benefit |
|---|---|
| Reinforced Hide | You gain a +1 bonus to AC. |
| Climbing Adaptation | You gain a climbing speed equal to your walking speed. This does not let you cling to ceilings or surfaces without handholds. |
| Aquatic Adaptation | You gain a swimming speed equal to your walking speed and can breathe air and water. |
| Altered Senses | You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet. |
| Springing Tendons | Your walking speed increases by 5 feet, and your long and high jump distances are doubled, subject to your available movement. |
| Grasping Appendage | You gain one additional appendage that can hold an object, manipulate an object, or grapple. It cannot wield weapons or shields, activate magic items, or perform somatic components. It grants no additional actions or attacks. |
The grafts are magical modifications, cannot be transferred except through Master of Flesh, and do not change your creature type.
Harvesting: With alchemist’s supplies, you can spend 10 minutes collecting and preserving a usable sample from an accessible corpse that has suitable tissue. It remains usable until you use it or lose it. Installing it incorporates the sample into the graft.
The character begins with specimens sufficient for the starting options and can reuse tissue when reconfiguring grafts. Additional harvesting changes their appearance and supplies material for future developments.
A specimen’s source does not increase a graft’s listed benefits. A giant spider and a cave lizard might both provide Climbing Adaptation.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Your living weapon also counts as magical for overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Fleshweaving
Your maximum number of adaptive grafts increases to three, and you gain access to these additional options:
| Graft | Benefit |
|---|---|
| Functional Wings | You gain a flying speed equal to your walking speed while you are not wearing heavy armor. |
| Resistant Tissue | Choose acid, cold, fire, lightning, or poison when you install this graft. You gain resistance to that damage type. |
| Regenerative Organ | As a bonus action, expend one use to regain hit points equal to 2d6 + your Intelligence modifier. You have a number of uses equal to your Intelligence modifier, minimum one, and regain all expended uses when you finish a long rest. Replacing this graft does not restore uses. |
In addition, once on each of your turns when you hit a creature with your living weapon, you can deal an extra 1d6 damage of the weapon’s type.
Master of Flesh
Your maximum number of adaptive grafts increases to four, and the extra damage from Advanced Fleshweaving increases to 2d6.
When you finish a long rest, you can install one of your adaptive grafts in a willing creature you touch, using alchemist’s supplies.
- You can maintain a graft in only one other creature at a time.
- That graft counts against your maximum number of active grafts.
- The recipient gains its listed benefits. If it refers to your Intelligence modifier, use the fleshweaver’s modifier.
- You choose any options when you install it.
- Its benefits last until you remove it or die.
- You can remove it harmlessly while touching the recipient during a long rest. Installing a graft in another recipient ends the previous recipient’s benefits.
For a removed graft that replaced essential anatomy, the procedure leaves an ordinary, functional replacement. The subclass should not accidentally make swapping a feature permanently mutilate someone.
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Posted Oct 1, 2026You forgot to list the level requirements for some of the abilities but over all very cool