Wizard
Base Class: Wizard

Those who studied the repulsive aspects of Eno that most leave undiscovered.

The Flesh is Strong

Following this career path at level 3 is an often solitary journey. However, synthetic fleshers are never truly alone. They draw strength from those they incorporate.

Starting at this level Synthetic Fleshers HP maximum increases by 4 and it increases by 4 every time you gain a level.

Organic Repossession

At 3rd level, you gain the ability to reap life energy from creatures you kill with your protocols. Once per turn when you kill one or more creatures with a protocol of 1st level or higher, you regain hit points equal to twice the protocol's level, or three times its level if the protocol belongs to the  Synthetic Flesher subroutine. You don’t gain this benefit for killing constructs or undead.

Additionally instead of regaining HP you may choose to take a specimen sample. The number of specimens you can hold are equal to half your Synthetic Flesher level.

Specimen samples can be expended when a player drops to zero hit points to drop to 1 hit point instead.

Body Modifications

Starting at level 6 your form repulses those around you, you now have disadvantage on persuasion checks and advantage on intimidation checks.

Also starting at 6th level you better understand the properties of the organics around you. You may expend a specimen to gain the following effects:

Brain Matter: Gain advantage on intelligence based checks until the next long rest.

Extra Skin: Gain +2 to your AC until the next long rest

Thicker Blood: Gain +10 temporary hit points plus your constitution modifier until the next long rest.

Appendix Extraction: Gain plus 1 to hit on protocol attacks and protocol DC.

Specimen Savant

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Additionally starting at this level you may expend a specimen to utilize a Synthetic Flesher protocol instead of spending a protocol slot. 

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

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