You have learned to manipulate the bodies of others, using your understanding of anatomy, magic, and twisted art to reshape flesh. Your expertise allows you to cause unnatural changes in creatures, manipulating them to your will—whether for healing, torment, or making someone a tool of your desires. The process is draining for both the target and you, often leaving a lasting impression of disfigurement.
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Manipulate Flesh (Bonus Action):
Once per short rest, you can use your knowledge of anatomy to twist or warp the flesh of a creature within 10 feet. The creature must make a Constitution saving throw against your spellcasting DC (if applicable) or suffer one of the following effects of your choice:- Muscle Tear: The target's strength is reduced by 2 for 1 minute. The target also suffers disadvantage on Strength-based ability checks and saving throws.
- Bone Shatter: The target's Dexterity is reduced by 2 for 1 minute. The target suffers disadvantage on Dexterity saving throws.
- Skin Blight: The target’s Charisma is reduced by 2 for 1 minute, causing them to become disfigured. While disfigured, they have disadvantage on Charisma-based ability checks.
At Higher Levels:
When you reach level 10, you can use this feature twice per short rest. -
Flesh Reconstruction (Action):
As an action, you can attempt to heal or alter the body of a creature, either for restorative or corruptive purposes. The creature must be within 5 feet of you. Choose one effect from the following:- Restorative Reformation: You can heal a creature for an amount equal to half your character level (rounded up). The creature regains hit points, but the process leaves behind scars or deformities. For 1 hour after the healing, the creature has disadvantage on Charisma-based ability checks.
- Corrupted Reformation: You can force a creature to take necrotic damage equal to your character level. This damage doesn’t cause the creature to fall unconscious but can lead to lingering effects. The creature gains the poisoned condition for 1 minute.
At Higher Levels:
Starting at level 14, you can use this ability once per long rest. When you use it to heal, the creature is no longer disfigured, but instead gains a benefit for 1 hour: advantage on Strength or Dexterity saving throws. -
Flesh Sculptor’s Grace (Passive):
Your understanding of the manipulation of flesh grants you enhanced agility and resistance to physical manipulation. You have advantage on saving throws against being paralyzed or restrained. Additionally, when you take damage from a melee attack, you can use your reaction to absorb part of it, reducing the damage by half your proficiency bonus (rounded down, minimum of 1). -
Corruption of Flesh (Once Per Day):
Once per day, you can focus your dark arts to inflict a horrible curse on a creature within 30 feet. The target must make a Constitution saving throw or suffer the Corrupted Flesh condition for 1 hour. While under the curse, the creature’s body begins to rot and decay, causing them to take necrotic damage equal to your proficiency bonus at the start of each of their turns. The creature can make another Constitution saving throw at the end of each of its turns to end the effect early.
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