Wizard
Base Class: Wizard

The fleshwarper is destined to walk a lonely path, for few have the stomach to accept what he considers enjoyable. To a fleshwarper, there is no greater canvas than flesh itself. To reshape, reform, and rebuild the flesh into a new form is a closer step to divinity. To a fleshwarper, there are no taboos, only possibilities

Arcane Graft

Beginning when you select this school at 2nd level, you learn to alter your or an allie"s physical form with eldritch chirurgery. Over the course of a short rest, you can attach up to two body parts to a player. This could be reconnecting a part that had been severed, but you can also attach parts from a similarly-sized humanoid. The new part cannot have been separated from a living body for more than 24 hours. In the same amount of time, you can safely swap a currently attached body part for another. You can choose for the new limb's appearance to stay the same or to shift to match your own design.

Idle Hands

Starting at 2nd level, you learn how to release your hands from your body. As a bonus action, you can spend 2 hit points to detach one of your hands and turn it into a crawling claw (MM, p.44). It is entirely under your control and takes its turn immediately after your own. When you cast a spell with a range of Touch you can deliver the spell through the crawling claw. The crawling claw becomes incapacitated whenever it is more than 1 mile away from you. When the crawling claw is within 5 feet of you, you can use a bonus action to reattach it. You can do so even if the crawling claw has been reduced to 0 hit points, and you regain hit points equal to the number of hit points it has remaining.

Wandering Eyes

Starting at 6th level, you acquire the ability to send your eyes to do your bidding. As a bonus action, you can spend 2 hit points to detach one of your eyes and enchant it. When you do so, you cast the arcane eye spell using no components and without using a spell slot. Your eye itself takes on the properties of the spell. Should the spell end early, your eyeball becomes visible and drops where it is. When the eye is within 5 feet of you, you can use a bonus action to reattach it. If the eye is still intact, you regain the 2 lost hit points

Abomination

Beginning at 10th level, your form shifts in unexpected ways. When an attack against you is a critical hit, it is treated as a normal hit instead. Furthermore, when an effect refers to your race or creature type, you can choose to count as an aberration instead of your original type.

Aberrant Form

Starting at 14th level, you finally learn to attach monstrous features onto a creature's body. When you use your Arcane Graft feature to attach a body part, you are no longer limited to attaching humanoid parts. When attaching the body part of another creature, its CR rating cannot exceed one third of your wizard levels (rounded down). Doing so may grant a creature an appropriate physical ability. For example, grafting a giant crab's claw to a creature would grant it the ability to use the donor's claw attack. Acquiring the eyes of a creature with Darkvision would give that sense to it. Replacing both of a creature's legs with those of a quick bipedal creature may increase its walking speed. The creature does not use its own statistics for these abilities and instead use the features directly as the donor itself did. A person's body is not meant for such unnatural additions. They can only take on a number of grafts equal to their con mod. If a number of grafts grant an ability such as a breath weapon from the lungs of a creature, or a gaze attack from the eyes of a creature only one ability may be used per long rest. These such abilities can be used a number of times per day equal to half the grafted creature's con mod. rounded down.

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