Wizard
Base Class: Wizard

Fleshweavers call upon the darker sides of necromancy and hemomancy to manipulate the blood of creatures and create their own monsters. These mages stand on the line between what is an acceptable use of magic and many of them revel in the feeling of power that they get from it.

Many fleshweavers are obsessed with the study of anatomy or mundane medicine. Others are or become serial killers or cultists of undead beings.

New Spells

There are a few spells that are only used by the Fleshweavers, being seen as profane or forbidden magics by other spellcasters and even the gods themselves. Many of these spells focus on the manipulation of the blood or flesh of the caster and/or other creatures.

Blood Bend (2nd level necromancy)

Blood Blast (3rd level necromancy)

Blood Wave (6th level necromancy)

Corpse Explosion (5th level necromancy)

Drain Blood (1st level necromancy)

Red Spark Healing (3rd level necromancy)

Transfusion (2nd level necromancy)

Secrets of the Flesh

When you become a Fleshweaver at 2nd level, increase your Constitution score by 2 to a maximum of 20.

Also, you become able to "overheal" be overhealed. Whenever you are targeted by a spell that would heal you and the amount of healing would exceed your hit point maximum, add on the extra hit points that would have been gained as temporary hit points. Temporary hit points gained in this way can be stacked, however, if you would gain temporary hit points from any other source, those temporary hit points override those gained from this feature.

If an effect from a spell that you cast would heal you and you are at your hit points maximum, add the hit points you would have gained as temporary hit points. These stack with the temporary hit points from the source described above and vice versa.

Fleshweaver Golem

At 2nd level, you also learn the secret of creating special golems that are linked to your life energy. You can only have one Fleshweaver Golem at a time and must do the following things to have one.

  • When creating your first Fleshweaver Golem, as well as any other time such as when it dies, you must spend an hour working on it and weaving magics and flesh together to form your golem. You need access to the flesh of at least three creatures to create a Fleshweaver Golem. You cannot gain the benefits of a short rest when you spend an hour to create a Fleshweaver Golem
  • You must reduce your hit point maximum by an amount that would not reduce your hit point maximum to zero. The amount by which you reduce your hit point maximum becomes the Fleshweaver Golem's hit point maximum.
  • Once you finish the construction of its body, choose one of the six Fleshweaver Golem variants and add it to your extras tab as a pet. You do not need to make the same variant each time you create a Fleshweaver Golem.

Once your Fleshweaver Golem is destroyed, your hit point maximum is increased by an amount equal to the hit point maximum of your destroyed golem (This should bring it back to normal).

In combat, the fleshweaver golem shares your initiative count, but it 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 take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Searchaction.

Madness of the Flesh

The sight of blood and viscera instills a strange fervor in you that causes you to further seek blood.

You have advantage on spell attacks agaisnt creatures whose current hit points are below 50% of their hit point maximum. Also, necrotic damage dealt to such targets ignores resistance and treats immunity as resistance. This does not apply to Constructs, Oozes, or Plants. Exceptions to this limitation may exist, but that is up to your Dungeon Master.

Strength of the Flesh

Your research into the secrets and power of flesh, blood, and necrotic energies has endowed you with the ability to resist effects that would weaken your flesh and induce necrosis.

At 10th level, you gain resistance to necrotic damage, become immune to the poisoned condition, and your hit point maximum cannot be reduced by any means aside from the creation of a fleshweaver golem.

Master and Minion

You are able to command your fleshweaver golem even when it is far away from you. While your fleshweaver golem is within 1 mile of you, you can command its movement as well as comprehend its current state. You always know the current hit points of your fleshweaver golem while it is within 1 mile of you.

Blood Frenzy

You have found a way to give yourself a powerful boost to your capabilities for a short time at the cost of your golem.

As an action, you can destroy your golem and absorb all of the blood within it into your body. Doing this grants you three actions to use for whatever you want. The destruction of your golem in this way will not restore your hit point maximum, and it will return to normal at the end of a long rest.

In addition, any necrotic damage that you would take in the course of the actions granted by this ability will heal you rather than deal damage to you.

Once you use this feature, it cannot be used again until you finish a long rest.

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