Base Class: Sorcerer
Sorcerers who bear the seal of the arcane flesh possess a most unusual power.
Cousin of necromancy, the magic that flows through their veins allows them to
manipulate the very flesh that surrounds them. Capable of both the greatest of
goods and the most horrific of acts, its practitioners are rare, and those who have
managed to wield it without dying even rarer.
Once exposed to a strong divine presence, the seal will slowly unweave, liberating
more and more of its powers as the sorcerer progresses. The goal of the ancient
practicioners of this art were to carve the flesh of a god into a spell, and they may
have placed such compulsion into the seal of their descendant to influence their
actions...
The Seal of the Arcane Flesh is not a source of power, but an order, a command. From
unseen masters whose names were lost to time to their farthest children, their legacy will never truly die.
Unless... Unless this child can choose his own destiny. Alone, or thanks to the help of those dearest to him.
Level 3: Corpus Carnis
The magic in your body manifests physical traits of your primordial flesh. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
You can now use your very body as your arcane focus when casting spells, ignoring all required material components unless specified otherwise.
Level 3: Spells of the Arcane Flesh
When you reach a Sorcerer level specified in the Arcane Flesh Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Alter Self, Disguise Self, False Life, Hold Person, Cure Wounds, Inflict Wounds |
| 5 | Fear, Vampiric Touch |
| 7 | Polymorph |
| 9 | Hold Monster |
Brand of Pimordial Lineage
The more you are in tune with your heritage, the more it gives you access to its secrets. You may choose among the following options.
You gain two options at level 5, 9, 13 and 17 respectively as well as one final option at level 20.
Benediction of the Corrupted Flesh
You can force your body to undergo a controlled tumorous cell duplication. Using an action, you expand a spell slot of a desired level, you regain a number of Hit Points equal to its level times your proficiency modifier. This can be done a number of times equal to your Charisma modifier per long rest and, while using this feature on your turn, you can neither take a reaction nor maintain concentration on a spell.
Blessing of the Martial Mind
Your spirit, now attuned to the echoes of war, can see clearly through chaos. You can add your Charisma modifier to your initiative rolls and gain proficiency in a weapon of your choice.
Body of the Devenegari
You have studied the bodies of many elven and undead creatures and have learnt the secrets of their physiology. You do not need to breathe, eat or drink and can now rest by entering a transe-like state for 4 - 6 hours. You remain fully aware of your surroundings during this time. Magic cannot put you to sleep.
Face of the Aghor - Flesh of the Elven Mind
The pain of the many transformations you have endured has strenghtened your mind. You now have immunities to the charmed and frightened conditions. Visions of gore do not shock you.
Heart of the Rabid Fox
Your metabolism is enhanced by the power of your ancestors. You become immune to diseases, the poisoned condition and poison damage. Your base AC is increased by one.
You can spend 2 sorcery points (No action required) to give yourself advantage on dexterity checks and saving throws. This benefit lasts for only one minute and can only be used a number of times equal to your Charisma modifier (Minimum of one) per long rest.
Library of the Keen Flesh
You carve glyphs on your own flesh or that of a willing creature. They represent a spell that you have prepared. You expand the adequate spell slot for the level at which you want to use said spell and determine the possible conditions for the casting. Examples include you taking damage, someone threatening a party member or you willing it.
A spell cast this way will not require any material, vocal or somatic components.
You can only inscribe a number of spells equal to your Charisma modifier (Minimum of 1). The glyphs disappear once you short or long rest.
Mockery of the Soul
Your reshape your voice, body and facial features into a portrait of unrivaled charm and beauty. You gain proficiency in Persuasion and Deception.
Mudras of a Thousand Hands
As your body takes more and more the shape of its ancestors, it becomes optimized for spellcasting. You gain an additionnal set of arms located below the first one. Those arms can be hidden beneath clothing but can be detected with a successful perception check against your spellsave DC.
This new set of limbs does not bother you in any action you take. One set of arms can hold any type of shield and/ or weapons you are proficient in for the purpose of allowing the other to make the somatic component of spells you cast.
Nemean Skin
Your body has ben honed by hundreds of ancient rituals, giving it unnatural vigor. You add your Constitution modifier to your base AC.
Shape of the Wechuge
A primal and violent magic lays dormant inside your body. Your strength score is increased by two points and you obtain a climbing speed of 30 ft thanks to a set of claws. These are hidden beneath your skin and can only be detected with a successful survival/ perception check against your spell save DC. You have advantage on survival checks that involve tracking a target as well as recognizing smells.
You can use two sorcery points to awaken this power (no action is required). In doing so you obtain an extra action that can be used to undertake the dash, help, hide, utilize, disengage or attack actions only (you cannot cast spells using this feature). This benefit lasts until the end of your turn.
Stride of the Giants
Your grow in size by one category. You gain proficiency in intimidation and increase your Hit Points by 1 for each Sorcerer level you have.
Wings of Icarus
Fleshy wings sprout from your back at your command, taking you to the air. You gain a flying speed of 60 ft. Those wings are as durable as the rest of your body and can be dispelled at will. You can use this feature as many times as your proficiency modifier per long rest.
Blasphemy against Lathander
Your actions and magic energy have been noticed by unseen forces. You have commited a blasphemy against the origin of life. You may choose among one of the following two abilities that represent the path your Fleshwarping has taken.
Path of Scornful Life
Your abilities focus on creating creatures of flesh at your services. You may :
-Use an action to create a Flesh Meld. It uses the Flesh Meld stat block except for its Hit Points which will be provided by sacrificing some of your own Life. You may only have one Flesh meld at a time. You may give vocal or telepathic (60 ft) orders to the Flesh meld (no action required)
-Use an action to create a number of beasts that have a Challenge rating no more than 1/2. You can use vocal or telepathic command (60 ft) to direct and communicate with them.
Path of Healing Vitality
You are now able to overheal the targets of your healing spells. Should the amount of healing done surpass the maximum Hit Points of said target, they will gain a shield of vitality made from the remaining healing. The maximum Hit Points of this feature equals your Sorcerer level. Should an attack deal more damage than the shield's Hit Points, you will not take the remaining damage.
Path of the Sacrificial Lamb
Your abilities focus on using others to enhance and heal your body. If an entity, excluding you, that is made of flesh takes damage in a 60 ft radius from you, you can choose to absorb some of its life force, regaining half the damage it has taken (rounded down) as Hit Points of your own. You may use this ability a number of times equal to your proficiency bonus per long rest.
Rite of the Devoured God
You have almost reached the apex of your abilities. Your body has morphed during your countless adventures and is now closer to the divine than you can imagine.
As a bonus action or a reaction, you can trade one Brand of Primordial Lineage for another using a sorcery point. You can amplify this metamorphose by using two other sorcery points. Should you choose to do that, any enemies witnessing those changes and located less than 20 ft from you must succeed on a Widom saving throw against your spell save DC or be paralyzed in horror for their turn.
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Posted Jan 23, 2026Reading that again showed me how sleep deprived I was when making this-