Artificer
Base Class: Artificer

The Flesh Weaver is the bloodiest of Artificer classes; thriving in viscera, subsistent on blood and guts, this subclass is not for the weak of heart. As you gain in power, you forgo the usual path of the Artificer, that of metal and steel, fire and steam, for the heretical call of the flesh. Your abilities are used to upgrade yourself with powerful, but costly, bio-arcane weapons and armor, bodily upgrades, and craft a legion of fleshy monsters to do your bidding. 

Fleshborn Creation

You are now able to create one Fleshborn, a creature of blood, flesh and sinew which you can upgrade over time using your Blood Mistress abilities. 

Fleshborn: Fleshborn are a specific type of Flesh Golem, with the following differences: 

Bloodied Berserk: Fleshborn suffer from Berserk only when below 50% of their HP pool. 

Lightning Vulnerability: Fleshborn are vulnerable to lightning damage. The pulses of electricity flood their undead synapses. After being struct with lightning damage, the Fleshborn must make a DC15 CON save or be Paralyzed until the start of its next turn. 

Borne of Flesh: The Fleshborn does not gain the Magical Weapon attacks that Flesh Golem does 

You must use your Bonus Action to command the Fleshborn to make its attacks. 

Tender is the Flesh

Starting at level 5, you gain the ability to attempt to create Flesh Augmentations: upgrades to your body or any willing creature made of flesh. At low levels, you must roll on a table provided by the DM for available Augmentations. You may choose 1 Augmentation per level (TOTAL, not per creature), upgrading to 2 Augmentations per level at level 10 and above. At Level 12, you gain the ability to choose any of the Augmentations on the table at will, rather than having them rolled on the table. 

Augmentation Creation: 

The DM will devise a table of available augmentations from the following list, choosing 1 + half your Artificer level, rounded down. 

- Sharpened Senses: advantage on Investigation and Perception checks. Additionally, triple advantage (roll 3 dice instead of 2, selecting the highest) at 5 applications. 

- Bone Armor: +1 AC each time applied, but lose 2 AC each time you are reduced to 0 HP, to a minimum of your pre-bone armor max AC. Maximum bonus AC is +10. The armor may be reapplied over a long rest, gaining 1 AC back until refilled to your AC + the amount of times you have applied Bone Armor. 

- Strengthened Ligaments: +5 to all movement speeds except Swim and Fly each application, to a maximum of +15

- Bone Talons: all unarmed strikes are now +1 to hit and +3 for damage. Additional applications add +1 to damage, until a max of +10. At max application, you lose the ability to utilize Ranged or Light weapons due to the size of your claws. 

- Wings: Requires 10 applications total. At 10th application, you have crafted leathery wings which enable a 20-foot fly speed. Additional applications increase this speed by +5 per 2 applications, capped at 35 feet

- Elemental Resistance: Unlocked at level 5. Adds resistance to one elemental type of your choice. Maximum of 3 resistances at one time, with additional charges used to change resistance choice. 

- Integrated Weaponry: Requires 2 applications for a Light weapon, 4 for a Medium weapon, and 8 for a Heavy or two-handed weapon. You integrate a bloody bone version of a weapon of your choice directly into your arms. If the chosen weapon is a two-handed weapon, you may wield the Integrated version as if it were one-handed [you may NOT dual-wield two-handed weapons, even the Integrated version]

- Sinew Overdrive: Once per long rest, you may add your INT modifier to one melee attack, damage roll, OR initiative roll. Additional applications increase the cap by 1 use, to a max of 5.

- Organ Redundancy: You weave additional organs into your body, gaining advantage on saving throws against the Poison, Disease, and Bleeding status effects 5 times. You lose this ability once you have used 5 advantage rolls, and must reapplicate the Augmentation. 

- Additional Eyes: You gain 10-foot blindsight as you add more eyeballs along your body. 

- Organ Receptacle: Once per long rest, when you reduce a creature to 0HP, you may gain one of its resistances or abilities (at DM discretion) by dissecting and incorporating one of its organs. The result lasts for 1 hour until the Organ decays. You may not gain magical abilities with this Augmentation. At 5 applications, you gain the ability to utilize the brain of a magical or arcane-gifted creature, and gain one-time uses of 3 spells selected by the DM from that creature's spell list. When utilizing Organ Receptacle to gain single-use spells, you must make a DC 16 CON save or take 1d8 psychic damage from the overload of information. 

 

Blood Communion

Vampiric Strike. When you hit a creature with a melee weapon attack, you can use your reaction to siphon its vitality. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or take 3d6 + your Intelligence modifier necrotic damage. On a successful save, the target takes half damage. You regain hit points equal to half the necrotic damage dealt.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fleshborn Siphon. As a bonus action, you may siphon blood directly from your Fleshborn. Roll 1d8, and add your intelligence modifier. You regain hit points equal to the result, and your Fleshborn takes necrotic damage equal to the same amount. This damage ignores resistance, immunity, and cannot be reduced in any way.

Enhanced Augmentation

At level 9, you unlock the ability to study heretical texts. After reaching level 9, all subsequent levels will include an additional "Enhanced Augmentation." Enhanced Augmentations require two entire long rests to take effect, but *do not* take an Augmentation charge to select. Additionally, Enhanced Augmentations are not rolled on a table: you may select one from the list at will each level. (Note: you may only begin taking enhanced augmentations at level 10. You spend level 9 studying to be able to attach these enhanced abilities and modules to your flesh.)

Enhanced Augmentations

- Bloodjet Tendons: When you take the Dash action, you may activate special ligaments in your heels to leap another 20 feet. This leap does not trigger opportunity attacks. Additionally, if your leap lands within 5 feet of an enemy creature, you may make a weapon attack with advantage. A hit will deal an additional 1d8 Force damage from your landing. 

- Gristle Thrusters: Gain a 15-foot Flying speed as you expel blood and gristle from specialized pores in your body. This flight counts as magical for antimagic and zones of control. 

- Ossivault: Gain a specialized receptacle within your forearms which generates and ejects shards of bone, with 3 charges per round. As a weapon attack you may fire up to 3 shards from your wrists; this attack is treated as a Heavy Crossbow mechanically. You regain 1 shard per round, or may sacrifice 1d4 HP to grow an extra shard. If you sacrifice HP for additional shards, you may stack on top of your max of 3 naturally occurring shards. 

- Reaper's Maw: Once per long rest, when you reduce a creature to 0HP, you may turn to a creature within 5 feet, unhinge your jaws, and make a Bite attack with Advantage. On a hit, you deal 2d8 + 4 Piercing damage, 2d8 Poison damage, and 2d8 Necrotic damage to the defending creature. 

- Spinal Override Matrix: You may ignore the stunned, paralyzed, and unconscious conditions once per long rest for 1 minute. You remain standing, twitching violently, blood spurting in intervals, as your nervous system overrides physical limitations.

- Mawsight Cortex: Gain 60 feet of blindsight and immunity to being blinded. Your face blossoms with lidless eyes and twitching sensory tendrils that respond to the pulse of life around you. Your appearance becomes increasingly inhuman. Your blindsight stacks with Additional Eyes, if you have taken that Augmentation. 

- Heartcage Reactor: Whenever you are reduced to 0 HP, roll 1d4. On a 4, you instead erupt in a 20-foot radius blast of necrotic gore, dealing 6d6 necrotic damage to all creatures in the radius (DEX save DC = 8 + Proficiency + INT mod for half). You rise at 1 HP at the end of the round. Usable once per long rest.

- Bioadaptive Plate: You gain resistance to all nonmagical damage. When you take a damage type you are not resistant to, your body mutates. You may gain resistance to that damage type until the end of your next turn. You may use this effect INT mod times per long rest.

- Living Arsenal: You may grow and retract integrated weaponry from your arms as a bonus action. You may switch between a ranged organic cannon (range 60 ft, 2d10 necrotic, uses INT) or a melee bladed limb (2d12 slashing + 1d6 bleed). These weapons are considered magical.

- Broodswarm Host: As an action once per long rest, you may erupt in a cloud of flying parasites and blood-cursed larvae. Each creature of your choice within 15 feet must succeed a CON save or take 6d8 necrotic damage and be blinded until the end of their next turn. You may command the swarm to harass one enemy per round for 1 minute (no action), dealing 1d8 necrotic damage and causing disadvantage on concentration checks.

 

Throne of the Dread Weaver: 

Prerequisite: All 10 other Enhanced Augmentations

"Your body is no longer a body. It is a sovereign nation of sinew, a living cathedral of pain, exalted in viscera and crowned in the still-beating hearts of your enemies."

Upon unlocking:

  • Size Increase: You become Huge. Your creature type becomes Monstrosity. You are now immune to effects that target only humanoids.

  • Carapace of Glory: Your skin fuses into hardened muscleplate and scabrous bone. You gain +4 AC

  • Towering Reach: Your melee range increases to 10 ft, and your unarmed strikes now deal 2d10 + STR or INT necrotic damage (choose when attacking). These count as magical.

  • Terrifying Presence: As a bonus action once per long rest, you may force all creatures of your choice within 30 ft. to make a Wisdom save (DC = 8 + your INT mod + Proficiency Bonus) or become Frightened until the end of your next turn. Creatures that fail by 5 or more are also Paralyzed for 1 round.

  • Pillar of Red: When you reduce a creature to 0 HP with a melee attack, you may choose to erupt in a burst of growth. For 1 minute:

    • You regain 10 HP at the start of each turn.

    • You gain advantage on Strength checks and saving throws.

    • You may use Organ Receptacle once per round, without expending its uses.

Flesh Ascendant

You have become a true master of the art of viscera. At level 15, your mastery over sinew, bone, and blood deepens in the following ways:

  • Augmentation Surge: You may select one additional standard Augmentation. This selection may exceed the usual limit and ignore individual Augmentation caps. This is the only instance in which you may exceed maximum values on Augmentation traits.

  • Twin Evolutions: You gain two Enhanced Augmentations at this level, instead of one.

    Note: You still require all 10 Enhanced Augmentations before unlocking the final "Throne of Meat."

  • Sculpted Flesh: You may now apply one additional standard Augmentation to your Fleshborn without consuming one of your own Augmentation selections. This does not count against your total per level and may exceed the Fleshborn’s prior limits. The Fleshborn becomes a true extension of your will—crafted muscle and marrow, sculpted to kill.

"Your flesh is now your masterpiece, and your masterpiece lives."

Mistress of Monstrosity

17th-level Fleshweaver feature

When you have unlocked all 10 Enhanced Augmentations, you become a true Mistress of flesh, horror, and hunger.

You gain the ability to dominate the will of unbound Monstrosities composed of flesh. As a bonus action, you may issue a single command—such as attack, flee, or hold position—to all dominated Monstrosities under your control. They follow this order to the best of their ability until given a new one.

  • You may have up to 15 dominated Monstrosities under your control at any time.

  • You may not issue individual orders; all creatures share a single command.

  • Monstrosities with an Intelligence score of 6 or higher may make a DC 18 Wisdom saving throw to resist the effect once per minute. On a success, they are immune to this feature for 24 hours.

  • This domination lasts until the creature dies, is more than 1 mile from you, or you end it early as a bonus action.

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