Wizard
Base Class: Wizard

In Yvarra, fleshwarping first came about during the Second Arcane Renaissance. Followers of fleshwarping believe that flesh is the fifth element, consisting of blood for vitality, bones for purpose, breath for spirit, and meat for strength.

These wizards are called fleshwarpers. They study anatomy and wield spells that alter flesh. Many engage in extreme body modification and medical practices.

Level 3: Fleshwarping Savant

Choose two Wizard spells from the Fleshwarping school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Fleshwarping school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Ironhide

Starting at 3rd level, your flesh is protected with fleshwarping magic. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Intelligence modifier. Additionally, when you cast a spell of 1st level or higher of the Fleshwarping school, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell, provided you are not wearing any armor or a shield. The bonus equals your Intelligence modifier (minimum of +1)  

Level 6: Mend Flesh

At 6th level you can mend your own flesh, regaining hit points three times your wizard level once per long rest.

Level 10: Malleable Skin

At 10th level, you can alter your physical form to avoid harm. When you are hit with an attack roll while you are concentrating on a school of Fleshwarping spell, you can use a reaction to roll a D6, on a 5 or higher the attack misses you, regardless of the roll.

Level 14: The Way of All Flesh

By the 14th level, you have perfected your own flesh. You are immune to any spell or effect that alters your form or magically ages you against your will. 

Additionally, you regain 1 hit point at the start of each of your turns (10 points per minute) if you have no more than half your hit points left. This effect doesn't activate when you have 0 hit points. Also, any of your severed body parts (fingers, legs, tails, etc), if any are, are restored after 2 minutes. If you have the severed body part and hold it to the stump, you instantaneously cause the limb to knit to the stump. 

Comments

Posts Quoted:
Reply
Clear All Quotes