Homebrew Recycler (Subclass) Species Details

Curse Sorcerer Subclass

Recyclers are highly capable Curse Sorcerers who can reshape living creatures into almost anything. Their offensive and defensive capabilities complement each other perfectly, making them infuriating opponents whose bodies, weapons, and resources rarely stay in one shape for long.

Where most sorcerers refine cursed energy into spells, barriers, or direct destruction, a Recycler treats the soul as raw material. Flesh becomes storage. Storage becomes weapons. Weapons become bodies. Bodies become fuel. Nothing is wasted, and almost nothing remains what it used to be.

At their most dangerous, Recyclers do not merely kill. They repurpose.

Recycler Features

Curse Sorcerer Level Feature
3rd Recycler Attacks, No Better Weapon Than Arms, Soul Mass, Idle Transfiguration, Zero Waste
7th Form-Fluid, Intimacy
13th Handcannon
15th Obsession, Instant Spirit Body of Distorted Killing
18th Polymorphic Soul Isomer

Recycler Attacks

Some features in this subclass call for a melee curse attack or ranged curse attack. A curse attack is a special attack made through your body, cursed energy, and altered soul structure. It is not a spell attack.

Unless a feature states otherwise, you use your Dexterity modifier for the attack and damage rolls of curse attacks you make with this subclass.

A melee curse attack counts as a melee weapon attack for the purpose of features that interact with melee weapon attacks, provided the attack is made with one of your extremities.

If a feature of this subclass requires a saving throw, it uses your Curse Sorcerer save DC.

3rd Level: No Better Weapon Than Arms

Your body is the first weapon you ever needed, and probably the last one you will ever respect.

Your unarmed strikes count as melee curse attacks. You can use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes.

These unarmed strikes are not magical unless another feature makes them magical.

When you make an unarmed strike, you can reshape the striking extremity into a suitable form, such as a huge palm, a sharp harpoon, a jagged blade, a spiked bat, or another comparable shape. Depending on the form, the attack deals bludgeoning, piercing, or slashing damage, chosen by you when you make the attack.

Your unarmed strike damage is determined by the No Better Weapon Than Arms table.

Curse Sorcerer Level Unarmed Strike Damage
3rd 1d8
5th 1d12
7th 2d8
13th 2d12
15th 3d10
18th 4d10

3rd Level: Soul Mass

As a Recycler, you generate most of your abilities through soul mass, a tiny, soft, elliptical mass of flesh created by reshaping a creature’s soul through direct contact.

As a bonus action, you touch one creature within your reach that has 0 hit points, or the corpse of one creature that died within the last hour. The target must be Medium or larger, sentient, and adequately intelligent, with a mind comparable to that of an average human. It must also have a soul, as determined by the DM.

If the target is valid, you transform it into one soul mass, which is automatically ingested and added to your soul mass reservoir.

This feature has no daily use limit. However, a creature that is not sentient, is not sufficiently intelligent, is smaller than Medium, lacks a soul, or has a soul that cannot be altered for a reason determined by the DM cannot be transformed into soul mass.

A creature transformed into soul mass cannot be revived or restored to its previous form while its soul mass remains in your reservoir or inside one of your creations. A remove curse, greater restoration, wish, or comparable counter-curse effect approved by the DM can destroy the soul mass and release the transformed creature. The DM determines whether the creature is restored, released, destroyed, or made available for resurrection.

You can store an unlimited number of soul masses inside your body. Your current number of stored soul masses is your soul mass reservoir. Whenever you expend soul masses, subtract them from this reservoir.

You gain benefits based on the current number of soul masses in your reservoir, as shown in the Soul Mass Benefits table.

Soul Masses Stored Benefit
10 Your Dexterity score increases by 1, to a maximum of 22.
20 Your walking speed increases by 5 feet.
25 You have advantage on Constitution saving throws.
30 You gain Mahito’s Black Flash.
45 You have advantage on initiative rolls and gain a +2 bonus to initiative.
50 Each of your ability scores increases by 1, to a maximum of 22.

If your soul mass reservoir decreases below a threshold, you lose the benefit of that threshold until your reservoir reaches it again.

Mahito’s Black Flash

Prerequisite: 30 soul masses in your soul mass reservoir

You concentrate your cursed energy into one of your extremities for a fraction of a second and strike with impossible timing.

You can use this feature a number of times equal to your proficiency bonus. Starting at 13th level, you can instead use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.

To use this feature, you must have moved at least 30 feet before making the attack. This movement can come from your own movement or another comparable effect.

As part of the Attack action, make a melee curse attack against one creature within your reach.

Melee Curse Attack: your proficiency bonus + your Dexterity modifier to hit, reach 5 ft., one creature.

Hit: The target takes force damage equal to the damage shown in the Mahito’s Black Flash table + your Dexterity modifier.

The first time you use Mahito’s Black Flash during each combat, the attack automatically hits if the target is within your reach. An automatic hit from this feature is not a critical hit unless another feature causes it to become one.

HBB Note: Since this counts as a melee weapon attack, you can technically use multiple Mahito’s Black Flash attacks in a single Attack action through Extra Attack from the Curse Sorcerer class, provided you meet the movement requirement and have enough uses remaining.

Curse Sorcerer Level Damage
3rd 5d8
5th 5d10
7th 8d10
13th 10d12
15th 12d12
18th 15d12

3rd Level: Idle Transfiguration

You can mash, squeeze, and reshape the soul masses stored inside your body into new creations, limited mostly by your imagination and whatever the DM is still willing to let happen at the table.

As an action, you expend a number of soul masses to create one object, structure, appendage, surface, weapon, or mass of flesh in an unoccupied space you can see within 30 feet of you, or attached to your body. The creation must be made from soul mass and must fit within the size allowed by the Idle Transfiguration table.

A creation lasts for up to 10 minutes, until it is destroyed, until you dismiss it, no action required, or until it is broken down by your Zero Waste feature.

If the creation is designed to damage creatures on impact, such as a wall of flesh-saws, a crushing mass, a falling structure, or a violent appendage, each affected creature must make an appropriate saving throw determined by the DM. On a failed save, the creature takes the damage shown in the Idle Transfiguration Damage table. On a successful save, the creature takes half as much damage.

If the creation causes a special effect, such as creating difficult terrain, restraining creatures, strangling creatures in an area, blocking a passage, lifting allies, or falling from above to crush its targets, the affected creatures make any relevant saving throws at the DM’s discretion.

Unless the DM determines otherwise, a creation has AC 13 and hit points equal to 10 times the number of soul masses expended to create it.

HBB Note: This feature is intentionally broad because Idle Transfiguration is not meant to be a single object generator. If your creation does something weird enough to require a save, damage adjustment, condition, or structural limit, the DM decides the exact result.

Creation Size Soul Mass Cost Minimum Level Example
Tiny or Small 1 3rd A baseball bat, small blade, ball, spike, tool, or compact weapon
Medium 5 5th A stone well-sized mass, barricade, pillar, or heavy object
Large 10 7th An ancient tree-sized structure, large wall, limb, or crushing shape
Huge 20 13th A giant tentacle, massive hand, siege-weight limb, or large structure
Gargantuan 50 18th A building-sized mass, colossal wall, or ten-floor nightmare of meat
Curse Sorcerer Level Tiny or Small Medium Large Huge Gargantuan
3rd 1d8 + Dex — — — —
5th 1d12 + Dex 8d4 — — —
7th 2d8 + Dex 10d4 6d12 — —
13th 2d12 + Dex 12d4 8d12 20d8 —
15th 3d10 + Dex 14d4 10d12 22d8 —
18th 4d10 + Dex 16d4 12d12 24d8 3d100

3rd Level: Zero Waste

Nothing useful gets thrown away. Especially not people.

As an action, you touch one creation made with Idle Transfiguration and break it back down into soul mass. The creation must be within your reach and must not be a direct part of your body.

When you do so, you regain a number of soul masses equal to half the number expended to create it, rounded up, to a minimum of 1.

You can use this feature without expending a use.

7th Level: Form-Fluid

Recyclers interact with cursed energy in a way that causes the body to lose its rigidity. Compared to an ordinary humanoid, your body becomes softer, more elastic, and more resistant to hostile environments.

You gain resistance to cold damage and fire damage.

In addition, you have advantage on saving throws you make against extreme weather, environmental temperature, or similar natural hazards, such as freezing cold, volcanic heat, intense desert exposure, or comparable conditions determined by the DM.

You can also drastically alter your body to change your fighting style.

You can use this feature a number of times equal to your Dexterity modifier, to a minimum of once. You regain all expended uses when you finish a long rest.

As a bonus action, or as a reaction if the chosen form says so, you assume one of the following transformations. In combat, the transformation lasts until the end of your next turn. Outside combat, you can maintain one transformation for up to 1 minute.

The following forms are examples of what you can do with this feature, not the absolute limit of your body. The DM may allow comparable transformations.

Form Effect
Huge Hand Your reach increases by 5 feet. Once before the transformation ends, when you hit a creature with an unarmed strike, each creature of your choice within 10 feet of the target takes the same damage. This form deals bludgeoning damage.
Eighteen Legs Your walking speed increases by 10 feet, and your jump distance is doubled.
Blade-Like Forearm Your reach increases by 5 feet. Once before the transformation ends, you can replace one unarmed strike with a 15-foot cone of slashing force. Each creature in the cone must make a Dexterity saving throw, taking your unarmed strike damage on a failed save, or half as much damage on a successful one. This form deals slashing damage.
Skin Cocoon When you are hit by an attack you can see, you can use your reaction to wrap yourself in your own skin. You gain a +2 bonus to AC against the triggering attack, potentially causing it to miss.
Elastic Arms Choose one creature no more than one size larger than you within 10 feet of you. The target must succeed on a Dexterity or Constitution saving throw, chosen by you, or become incapacitated until the end of its next turn.
Living Ground You extend your skin across a surface, creating a stable flesh platform that covers up to a 30-foot-square area. The platform can support up to 1,000 kilograms. It has your AC and hit points equal to your hit point maximum.

7th Level: Intimacy

You charge your extremity with cursed energy and strike a creature with the kind of touch that makes the word “intimacy” legally questionable.

You can use this feature a number of times equal to your Charisma modifier, to a minimum of once. You regain all expended uses when you finish a long rest.

As an action, make a melee curse attack against one creature within your reach.

Melee Curse Attack: your proficiency bonus + your Dexterity modifier to hit, reach 5 ft., one creature.

Hit: The target takes necrotic damage equal to the damage shown in the Intimacy table + your Charisma modifier.

If this damage reduces the target to 0 hit points, you can transform the target into one soul mass as part of the same action. The soul mass is automatically ingested and added to your soul mass reservoir.

Curse Sorcerer Level Damage
7th 8d6
13th 10d6
15th 12d6
18th 15d6

13th Level: Handcannon

You learn to turn part of your body into a makeshift cannon, firing compressed soul masses at incredible speed.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

As an action, you fire up to five tiny soul masses at one or more targets within 60 feet of you. You must have at least one soul mass in your reservoir to use this feature.

Make a separate ranged curse attack for each soul mass fired.

Ranged Curse Attack: your proficiency bonus + your Dexterity modifier to hit, range 60 ft., one target.

Hit: 6d6 + your Dexterity modifier piercing damage.

The fired soul masses do not disappear after hitting a target. They remain intact and return to your soul mass reservoir at the end of the turn, unless the DM determines that an effect has specifically trapped, destroyed, or separated them from you.

15th Level: Obsession

You create an exact copy of yourself, because apparently one of you was not enough of a problem.

You can use this feature once, and you regain the expended use when you finish a long rest.

As an action, you create a copy of yourself in an unoccupied space you can see within 30 feet of you. The copy lasts for up to 1 hour, until you dismiss it, no action required, or until it is destroyed.

The copy uses your statistics, Armor Class, hit point maximum, current hit points, features, uses, and soul mass reservoir at the moment it is created. You and the copy share all expendable resources. If either of you expends a use of a feature, spell slot, soul mass, or another limited resource, that resource is expended for both of you.

If the copy creates or expends soul mass, the change applies to your shared soul mass reservoir.

The copy acts immediately after your turn in initiative.

You always know the copy’s location and current condition.

The copy disappears early if you or the copy takes damage equal to or greater than half your hit point maximum from a single source or during a single turn.

If you or the copy is affected by a spell or effect that directly counteracts curses, such as remove curse, greater restoration, wish, or a comparable effect determined by the DM, the copy disappears immediately.

15th Level: Instant Spirit Body of Distorted Killing

You force your soul to remember a more violent shape and transform into a distorted killing body. You can call it your final form if you want. The soul mass count gets the final word.

As a bonus action, you transform into your Instant Spirit Body of Distorted Killing.

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

The transformation lasts for a number of rounds equal to 2 + the number of full 10 soul masses in your soul mass reservoir when you transform. For example, if you have 10 soul masses, the form lasts for 3 rounds. If you have 20 soul masses, it lasts for 4 rounds.

While transformed, you gain the following benefits:

  • You gain a bonus to AC equal to your Dexterity modifier.

  • Your walking speed becomes 60 feet.

  • You have advantage on melee weapon attacks.

  • You gain the Tail attack.

  • You automatically succeed on 1 death saving throw per transformation.

Tail

As a bonus action while transformed, you elongate your tail and make a melee curse attack against one creature within 25 feet of you.

Melee Curse Attack: your proficiency bonus + your Dexterity modifier to hit, reach 25 ft., one creature.

Hit: 10d6 + your Dexterity modifier piercing damage.

18th Level: Polymorphic Soul Isomer

You reach the peak of your understanding of the structure of the soul.

As an action, you expend 40 soul masses and create one Polymorphic Soul Isomer in an unoccupied space you can see within 60 feet of you. When you create it, you give it one simple command. The isomer locks onto that command and pursues it until the command is completed or until the isomer is destroyed.

The isomer acts immediately after your turn in initiative. It obeys the command you gave it to the best of its ability and requires no action from you to continue doing so.

If the command is ambiguous, the DM determines how the isomer interprets it.

You can have only one Polymorphic Soul Isomer at a time. If you create another, the previous one immediately disappears.

The isomer disappears immediately once its command is completed or when it is reduced to 0 hit points.

Polymorphic Soul Isomer

Large aberration, unaligned

Armor Class your AC + 5
Hit Points four times your hit point maximum, to a minimum of 400
Speed 40 ft.

STR DEX CON INT WIS CHA
35 (+12) 30 (+10) 30 (+10) 8 (-1) 8 (-1) 8 (-1)

Saving Throws Str +18, Dex +16, Con +16
Condition Immunities charmed, frightened
Senses passive Perception 9
Languages understands the languages you know but cannot speak
Proficiency Bonus equals yours

Command-Locked

The isomer follows the command you gave it when it was created. It does not sleep, rest, negotiate, improvise beyond necessity, or abandon the command unless the command is completed or it is destroyed.

Spell Susceptibility

The isomer is a creature and can be targeted by spells and magical effects normally. For example, it can be affected by spells such as hold monster and sleep, provided the spell’s normal requirements are met.

Limited Combat Logic

The isomer cannot cast spells, use your class features, use your soul mass reservoir, activate magic items, or perform complex techniques. Its fighting style is limited to brutal physical combat, including punches, kicks, strangulation, dismemberment, throws, and similar direct violence.

Actions

Multiattack

The isomer makes three Distorted Strike attacks.

Distorted Strike

Melee Weapon Attack: +18 to hit, reach 10 ft., one target.

Hit: 4d12 + 12 bludgeoning, piercing, or slashing damage, chosen by you when the isomer makes the attack.

Strangle

Melee Weapon Attack: +18 to hit, reach 10 ft., one Large or smaller creature.

Hit: 3d10 + 12 bludgeoning damage, and the target is grappled. Until the grapple ends, the target is restrained and cannot speak.

The escape DC equals your Curse Sorcerer save DC.

Dismember

Melee Weapon Attack: +18 to hit, reach 10 ft., one creature grappled by the isomer.

Hit: 6d12 + 12 slashing damage.

At the DM’s discretion, if this damage reduces the target to 0 hit points or deals massive damage to a specific body part, the isomer tears away a limb or comparable appendage.

Throw

The isomer throws one creature it is grappling up to 30 feet in a direction of its choice. The target must make a Strength saving throw against your Curse Sorcerer save DC.

On a failed save, the target is thrown and takes 6d10 bludgeoning damage, landing prone in an unoccupied space at the end of the throw.

On a successful save, the target is not thrown.

Recycler (Subclass) Traits

Recycler lets a Curse Sorcerer reshape souls into stored flesh, weapons, terrain, copies, and monstrous bodies, turning every defeated enemy into raw material for the next transformation.

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