Wizard
Base Class: Wizard

You can meld, manipulate, and change flesh.  However, this is not limited to yourself, as you gain ways to change the genetic makeup of you and your enemies.  Some may see your magic as dark, twisted, possibly even malicious, but as if you care.  People won't complain if the monster threatening their way of life is melted into a pile of flesh.  Just make sure that you don't become that monster, the very thing you swore to destroy.

Exposed Insides

Beginning when you select this school at 2nd level, all healing spells targeted towards you gain an extra die of healing (Ex: Cure wounds does 2d8 normally instead of 1d8)

Apex Cells

Starting at level 2 and onwards, you gain advantage on your health die rolls.

Relentless Hunter

You have the urge to break through to your enemy, and tear at their flesh.  Whenever you're rolling damage die against a creature with temporary HP or with unnatural amour class boosts*, you deal double the normal damage.

*Magic items and spells

Cell Thief

Starting at 10th level, you are able to steal the cell makeup of others.  Once a long rest, when you make a melee weapon attack against a creature, you can choose to apply the flesh to stone spell onto the creature.  If a creature is successfully petrified, you regain any lost health in 1/4th of their max hp (rounded down).  This adds flesh to stone to your wizard spell list, however it does not count against the amount of wizard spells you can know.

Beyond Flesh

You are no longer bound to the mortal plane, being a writhing mass of flesh. Starting at 14th level, if you are brought to 0 hit points, you can inhabit the flesh of the being who dealt the final blow.  The creature must make a constitution saving throw against your spell save DC.  Upon succeeding, you waste this feature and roll death saves as normal.  Upon failing, you inhabit the creature's flesh. You still roll death saves while inhabiting the creature.  Upon succeeding death saves, you burst out of the creature, dealing an amount of d8s in psychic damage equal to your Cytomancy level. Upon failing death saves, you steal the creatures body. Roll a d6, that is the amount of hours you have left controlling the creature until you perish. The creature's CR rating you inhabit has to be equal to or less than your level, and this feature recharges after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
12/24/2021 5:04:49 AM
6
1
5e
Coming Soon

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