Wizard
Base Class: Wizard

A Flesh Warper is a wizard that deliberately mutate their body using arcane rituals. There is no organized school for these wizards. They have found their path by delving into the dark recesses of magical knowledge, intentionally or otherwise. Whether it was a loose page of calculations in the back of transmutation book, an old set of vials containing the essences of aberrations, or a personal obsession with changing flesh, the Flesh Warping Wizard is obsessed with perfection of the self by any means necessary. The result is horrific to the eyes of the average passer-by, but to the Flesh Warper, it is the way to endless possibilities.

There are pages in strange tomes hidden in libraries and studies that led you to this strange and exciting school of magic. By harnessing biology and arcane rituals, you have warped your flesh to become something... more.

To people in the street, you are a monstrosity of magic gone wrong. To your open mind, you're simply expanding your options. Why have two arms when you could have four?

Arcane Mutation

When you choose this school at 2nd level, you begin a course of self-experimentation using dangerous arcane rituals that permanently change your very being. You choose one arcane mutation and gain its feature. You can choose another arcane mutation at 6th, 10th, and 14th level.

Aboleth

Your skin becomes pale and oily. You gain a swim speed equal to your normal speed and can breathe underwater.

Beholder

You grow a crown of eyestalks around your head. You have advantage on Wisdom (Perception) checks and can't be surprised.

Cloaker

Your skin melds into darkness when you enter the shadows. You are proficient in Stealth and add your Intelligence modifier to any Stealth checks.

Ettercap

Your hands and feet sharpen, helping you climb You have a climb speed equal to your normal speed. You are proficient in Acrobatics and add your Intelligence modifier to any Acrobatics checks.

Gibbering Mouther

You can manifest several eyes and mouths across your body to disturb those around you. You are proficient in Intimidation and add your Intelligence modifier to any Intimidation checks.

Mind Flayer

Your cranium becomes noticeably larger. You have telepathy out to 30 feet.

Ooze

Your body is more liquid than solid, a quivering humanoid form. You can't be knocked prone while conscious.

Otyugh

Your body exudes a foul odor. You gain resistance to poison and are immune to disease.

Umberhulk

Your skin hardens as it takes on a chitinous form. You have a +1 bonus to AC while not wearing armor.

Flesh Familiar

Starting at 2nd level, your arcane familiar becomes an extension of your own body. You know the find familiar spell if you didn't already. During a long rest, you can cast the spell as a ritual without using any material components.

Your familiar grows in power as you increase in level. Your familiar has additional hit points equal to your Wizard level.

Additionally, when you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, gazer or quasit. Your DM might allow other forms.

Empowered By Sibriex

At 6th level, as an action you can target one creature you can see within 120ft with this feature, they must make a Constitution saving throw against your spell save DC. On a failure, they take 2d10 necrotic damage, and roll on the Flesh Warping table. On a success they take half damage and don't roll. The effects last for one minute or until removed magically.

You can use this feature a number of times equal to your proficiency modifier. You regain any expended uses after a long rest.

Beyond Flesh Familiar

At 10th level, as a bonus action you can transform your familiar into a flesh golem, when in this form the familiar gains any Arcane Mutations you have from the Arcane Mutation feature. This form only lasts for one minute. While in this form the familiar can take the attack action on its initiative turn.

You can use this feature a number of times equal to half your Intelligence modifier(rounded up) You regain any expended uses after a long rest.

Light Work With Many Hands

At 14th level, you grow a second set of appendages (like tentacles, simian hands, or insectoid pincers for example) that help you cast magic with rapid artistry. These two extra appendages can be used to interact with and hold objects or weapons.

When you use your action to cast a wizard spell with a 5th level or lower spell slot, you can cast a cantrip that has a casting time of 1 action simultaneously. This feature does not work if you cast a spell as a bonus action. At Higher levels.

When you cast Cantrips with this feature that deal damage you deal an additional 2d4 + Intelligence Modifier of the spells Damage Type.

School Of The Flesh Warper Image

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