Rogue
Base Class: Rogue

A Fleshweaver bends their own flesh as easily as a lockpick. Bone becomes blade, sinew becomes whip, and skin twists into whatever form the moment demands. Through forbidden self-sculpting and eldritch biology, you turn your body into the perfect tool—terrifying, adaptable, and alive in ways it shouldn’t be.

Visceral Metamorphosis

Beginning when you choose this archetype at 3rd level, your flesh and bones reweave themselves with instinctive, unnatural fluidity. You learn the metamorphose cantrip. Constitution is your spellcasting ability for this spell. In addition, you can use the bonus action granted by your Cunning Action feature to subtly warp your body for brief moments of tactical advantage. Until the beginning of your next turn, you gain one of the following benefits of your choice:

Chitin Burst. You gain a +2 bonus to AC.

Elastic Limbs. Your reach increases by 5 feet.

Predatory Eyes. You gain advantage on your next attack roll made this turn.

Synaptic Boost. You gain advantage on the next Intelligence ability check or saving throw you make.

You can use this feature a number of times equal to your Constitution modifier per long rest.

Carnal Arsenal

Also at 3rd level, you can extrude and manipulate organic tools and weaponry. You can use your body as a set of thieves' tools—extruding bone picks or probing tendrils as needed. In addition, as a bonus action, you manifest a natural weapon from your body, which you are considered proficient with. You use your Dexterity modifier for the attack and damage rolls of these weapons. A weapon lasts until it leaves your hand, until you summon a different weapon or until you dismiss it (no action required). Choose one of the following forms for the weapon you create:

Bone Claws. Serrated fingerbones emerge from beneath your skin. Each set of these claws count as simple melee weapons with the finesse and light properties, dealing 1d6 slashing damage on a hit. Once per turn when you hit a creature with the claws, you can cause the target to take extra necrotic damage equal to your proficiency bonus.

Nerve Whip. You extrude a whip-like tendril of exposed nerve and sinew. This tendril counts as a simple weapon with the finesse property and a reach of 10 feet, dealing 1d4 psychic damage on a hit. Once per turn when you hit a creature with the tendril, you can choose to make the target unable to take reactions until the beginning of your next turn.

Rib Launcher. You can fire barbed ribs from a fleshy aperture in your wrist. The fleshy aperture counts as a ranged weapon (30/90) and deals 1d8 piercing damage on a hit. Once per turn when you hit a creature with a barbed rib fired from it, you can choose to pull the target 10 feet towards you, provided it is no more than one size larger than you.

At 9th level, these weapons count as magical for the purpose of overcoming resistance and immunity to non-magical damage.

Woven Anatomy

At 9th level, your mastery of your own biology deepens, allowing you to change your physical appearance and mutate your body. You gain the following abilities:

Shifting Mien. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by feature. Once you’ve changed your appearance in this way, you remain in your new form until you use an action to revert to your true form or until you die.

Directed Evolution. At the end of a long rest, choose one of the following traits to manifest; the trait lasts until you exchange it at the end of another long rest:

Elastic Cartilage

You can move through spaces as narrow as 6 inches without squeezing, and have advantage on checks and saves to avoid or end being grappled or restrained.

Gilled Lungs

You gain a swim speed equal to your walking speed and can breathe underwater.

Membranous Wings

When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.

Sensory Filaments

You gain 10 feet of blindsight and advantage on Wisdom (Perception) checks that rely on sight or hearing.

Sinew Overgrowth

Your long jump and high jump distances are tripled, and you have advantage on Strength (Athletics) checks.

Spinal Quills

When a creature touches you or hits you with a melee attack while within 5 feet of you, it takes piercing damage equal to your proficiency bonus. A creature can only take this damage once per turn.

Protean Transformation

At 13th level, your flesh remembers a thousand forms. You learn the polymorph spell, and Constitution is your spellcasting ability for it. When cast in this way, you can only target yourself. Once you’ve cast this spell once, you must finish a short or long rest before you can do so again.

Transcendent Physiology

At 17th level, your body far transcends mortal limits. Any critical hit against you counts as a normal hit instead, unless you're incapacitated. In addition, at the start of each of your turns, if you have at least 1 hit point, you regain hit points equal to your Constitution modifier (minimum 1).

Fleshweaver Image

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