Base Class: Sorcerer
Irongut
A 1st level flavormancer learns their unique digestion prevents them from becoming injured, poisoned, or diseased from anything they ingest.
Seasoned Appraisal
Also at 1st level the Irongut Flavormancer can discern information about their target. A single creature within 15 feet must make a dexterity save against the sorcerer's spell DC and on a failure the sorcerer learns the target's maximum hit points, resistances, vulnerabilities, and weakest statistic.
Digestable Infusion
At 6th level an Irongut Flavormancer gains the ability to infuse their being with a power from something they consume. During a short rest they can prepare an infusion from a defeated enemy and use it to acquire one of three options:
Gain the Strength score as well as any special senses (blindsight, tremorsense, etc.)
Gain the Dexterity score as well as movement (burrow, fly, climb, etc.)
Gain the Constitution as well as resistances and Armor Class
These abilities remain for one hour and the infusion created must be from a foe whose challenge rating is equal to or lower than the sorcerer level of the Irongut Flavormancer. This ability recharges after a long rest.
Improved Infusion
At 14th level the Irongut Flavormancer's infusion ability allows for the use of any infused creature's special abilities and defenses. The ability will work as written in the monster's stat block with the DC for any save being that of the sorcerer's spell DC. Each time an ability is used roll a d6. If the number rolled is equal to or lower than the number of times a special ability has been used the Irongut Flavormancer's infusion immediately ends.
Self Infusion
At 18th level the Irongut Flavormancer gains the ability to infuse with their own physical being to power their spells. As an action an Irongut Flavormancer may sacrifice half of their hit point maximum to fully regain their expended sorcery points. These hit points may only be regained after a long rest.
Comments