Base Class: Kindred
The Tzimisce practice Vicissitude, shaping flesh and bone through the power of their vitae. They alter their own bodies, transform willing subjects, craft monstrous servants, and assume a terrifying battle form. At the height of their power, they can merge with the land and extend their senses through the surrounding area.
Subclass Rules
Subclass Save DC = 8 + your Proficiency Bonus + your Charisma modifier.
Subclass Spell Attack Modifier = your Proficiency Bonus + your Charisma modifier.
Spells granted by this subclass use their 2024 versions and your Kindred class's Supernatural Spellcasting rules. A spell still requires Concentration unless a feature explicitly says otherwise. Taking damage does not break your Concentration, as provided by your Kindred class, but all other normal reasons for losing Concentration still apply.
Your other Kindred features, vulnerabilities, costs, and restrictions continue to apply. Blood Points do not automatically replenish when you finish a rest. This subclass does not grant additional Kindred feats or a general spellcasting progression.
Tzimisce Bane: Native Soil
When you create your character, choose a location connected to your mortal life or your Embrace, subject to your DM's approval. You need at least two handfuls of soil from that location to rest safely. You can carry this soil in a portable container.
If you finish a Long Rest without keeping this soil within 5 feet of yourself throughout the rest, you gain 1 Exhaustion level. Exhaustion caused by this Bane cannot be removed until you finish a Long Rest with the required soil nearby. When you do so, all Exhaustion levels caused by this Bane end. Any Exhaustion from other sources is removed only as provided by the normal rules.
You can move during brief interruptions to your rest as long as you keep the soil within the required distance. An invitation or ownership of a property does not replace the soil requirement. Your normal Hunger, daily feeding, Awaken, and Torpor rules continue to apply.
This Bane replaces the hospitality-based Bane of the previous homebrew version; it is not an additional Bane. Customs of hospitality can remain part of your roleplaying, but they impose no additional automatic penalty through this feature.
Vicissitude
Flesh-Weaving
You can cast Alter Self without expending a spell slot a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest. The spell has its normal duration: Concentration, up to 1 hour.
Alternatively, you can expend 1 Blood Point to cast Alter Self through this feature without expending one of those uses. When you expend a Blood Point in this way, you can target yourself or a willing creature you touch. If you target another creature, you can use only the spell's Change Appearance option. You maintain Concentration and determine the agreed-upon appearance when you cast the spell. This does not alter any other spells or features affecting the target.
When you target yourself, you can choose any of the spell's normal options. The spell does not change a target's creature type, grant the abilities of an impersonated creature, or duplicate equipment. All other normal limitations of Alter Self apply.
Plastic Surgeon
You gain proficiency and Expertise in the Medicine skill. If you already have Expertise in Medicine, your Proficiency Bonus is not doubled again. This Expertise applies to appropriate medical or cosmetic ability checks; it does not grant additional supernatural effects by itself.
Flesh Crafter
When you finish a Long Rest, you can modify yourself and/or willing creatures you touch as part of the treatment. You expend 2 Blood Points for each target when the treatment is completed. The maximum number of creatures you can have modified at one time equals your Proficiency Bonus, including yourself.
Choose one of the following modifications for each target. The modification takes effect after the treatment is completed and lasts until that target next finishes a Long Rest. It does not require Concentration.
Predator's Muscles. The target's Speed increases by 10 feet, and it has Advantage on Strength (Athletics) checks.
Hardened Hide. The target gains a +1 bonus to Armor Class. This bonus can be combined with armor and a Shield.
Night Hunter's Eyes. The target gains Darkvision with a range of 240 feet and has Advantage on Wisdom (Perception) checks that rely on sight or smell.
Monstrous Claws. When the target uses an Unarmed Strike to deal damage, it can use 1d8 + its Strength modifier Slashing damage as the attack's base damage instead of its normal Unarmed Strike damage.
A creature can benefit from only one Flesh Crafter modification at a time, even if multiple Tzimisce use this feature on it. A new modification replaces its existing one. If you have reached your maximum number of modified creatures, you must end one of your existing modifications before modifying another creature. When a modification ends, the target's body returns to its previous state without taking additional damage from that reversion.
Different formulas that replace an attack's base damage are not added together. Additional damage explicitly granted by other features continues to apply according to those features' rules.
Grotesque Torturer
As a Magic action, you can expend 2 Blood Points and choose one creature you can see within 30 feet whose body contains flesh or bone. The target must make a Constitution saving throw against your Subclass Save DC. On a failed save, choose one of the following effects:
Warped Musculature. The target has Disadvantage on Strength checks and Strength saving throws. The damage dealt by each of its weapon attack hits is reduced by your Proficiency Bonus, to a minimum of 0.
Misformed Limbs. The target's Speed is 0, and it cannot make Opportunity Attacks.
Flesh Rupture. At the start of each of the target's turns, it takes 2d8 + your Proficiency Bonus Necrotic damage.
Sundered Form. The next time the target takes damage, it takes an additional 4d8 + your Kindred level Necrotic damage. This additional damage occurs once, after which this effect ends.
The effect lasts for up to 1 minute and does not require Concentration. The target repeats the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on either the initial save or a repeated save is immune to your Grotesque Torturer for 24 hours.
Multiple uses of this feature cannot affect the same creature simultaneously; a new use replaces the previous effect. The feature does not permanently remove limbs, remove class features, or impose conditions beyond the effects listed above. The physical alterations disappear when the effect ends. Damage already dealt remains subject to the normal healing rules.
Sundered Form's damage is a separate effect, not part of a triggering attack. Its damage dice are therefore not doubled if that attack scores a Critical Hit. At Kindred level 9, it deals an average of 27 additional damage when triggered; it does not trigger again on subsequent hits.
Fleshcrafted Retainer
You can perform a 1-hour ritual, which can be part of a Long Rest, and expend 4 Blood Points to create a Fleshcrafted Retainer. The ritual requires the remains of a Humanoid or a willing living creature of Small or Medium size. A living creature's consent must include being transformed into the retainer described here. The ritual does not create a duplicate of the original creature.
You can have one Fleshcrafted Retainer at a time. It uses only the stat block below, not the original creature's spellcasting, class features, or special monster abilities. Its memories and personality can remain part of its roleplaying. It does not gain your The Beast feature or your Kindred feats.
Fleshcrafted Retainer
Small or Medium Monstrosity; choose its size when you create it.
In this stat block, PB is your Proficiency Bonus, and K is your Kindred level.
| Statistic | Value |
| Armor Class | 12 + PB; armor and a Shield do not increase this value |
| Hit Point Maximum | 5 × K; increases as your Kindred level increases |
| Hit Point Dice | A number of d8s equal to K, usable for normal recovery |
| Speed | 30 feet |
| Strength | 16 (+3) |
| Dexterity | 12 (+1) |
| Constitution | 14 (+2) |
| Intelligence | 10 (+0) |
| Wisdom | 10 (+0) |
| Charisma | 6 (−2) |
| Saving Throws | Dexterity +1 + PB, Constitution +2 + PB; other saves use the relevant ability modifier |
| Senses | Darkvision 60 feet; Passive Perception 10, or 10 + PB if proficient in Perception |
| Languages | Understands the languages you speak when you create it; its ability to speak depends on its chosen purpose |
| Resistances and Immunities | None granted by this stat block |
Fleshcrafted Strike. Melee Attack Roll: bonus equal to your Subclass Spell Attack Modifier, reach 5 feet, one target. Hit: 1d8 + PB damage. Choose Bludgeoning, Piercing, or Slashing as its damage type when you create the retainer. Giving the retainer a weapon does not grant an additional attack or change this damage formula. It has no Multiattack.
Recovery. The retainer does not need food, water, or sleep, but it still needs rest. It can take normal Short Rests and Long Rests and receive healing according to the normal rules, taking its creature type into account. It has no Blood Points. When it is reduced to 0 Hit Points, it dies without making Death Saving Throws.
Not a Blood Source. The Fleshcrafted Retainer cannot supply Blood Points through Feed, whether you or another creature uses Feed. Expending its Hit Point Dice for willing feeding does not restore Blood Points either. Its processed vitae can be reclaimed only through the one-time recovery after its death described below.
Commands and Initiative
In combat, the retainer shares your Initiative count and takes its turn immediately after yours. You direct its movement, and it can use its Reaction normally. It takes the Dodge action unless you use a Bonus Action on your turn to command it to take another normal action on its next turn.
A commanded Attack action allows one Fleshcrafted Strike. It can instead attempt to Grapple or Shove using the normal Unarmed Strike rules, its Strength modifier, and your PB.
While you have the Incapacitated condition, the retainer can act on its own to protect you or move you out of danger. This grants it no additional actions or attacks. Outside combat, it can carry out understandable work assignments without requiring you to spend Bonus Actions continuously.
Defining Purpose
Choose one purpose when you create the retainer:
Guardian. It is proficient in Athletics, giving it a +3 + PB bonus. When a creature the retainer can see within 30 feet makes an attack roll against a different target within 5 feet of the retainer, the retainer can use its Reaction to impose Disadvantage on that one roll.
Hunter. It is proficient in Stealth (+1 + PB) and Perception (+PB). It has Advantage on Wisdom (Survival) checks to follow a scent trail.
Attendant. It gains proficiency in two skills of your choice, chosen when you create it. Each uses the relevant ability modifier + PB. It can also speak the languages it understands.
Duration, Replacement, and Reclaimed Vitae
The retainer remains until it dies or you create a new one. Creating a new retainer ends your bond with the previous one. A retainer made from a living creature loses its supernatural enhancements and returns to its original game statistics. A retainer made from a corpse becomes lifeless remains again. Replacement does not leave you with a second permanently controlled companion and does not count as the retainer's destruction for reclaiming vitae.
If the retainer is killed and leaves remains you can touch, you can take a Magic action to reclaim 2 Blood Points from those remains, up to your Blood Point maximum. You can do this only once per retainer; its remaining vitae is then exhausted.
Ordinary Background Retainers and Loyal Servant remain separate features. The same individual does not count as two bodies or two participants in combat.
Horrid Form
As a Bonus Action, you can expend 3 Blood Points to assume your Horrid Form for 1 minute. Every activation costs 3 Blood Points; this feature grants no free activation. You can end the form at any time without taking an action. It also ends if you gain the Incapacitated condition or are reduced to 0 Hit Points. You can have only one Horrid Form active at a time.
While the form lasts, you gain the following benefits:
- Size. Your size increases by one category, to a maximum of Large. If there is insufficient room, your size does not change.
- Temporary Hit Points. When you activate the form, you gain Temporary Hit Points equal to your Kindred level. Any of these Temporary Hit Points remaining when the form ends are lost. They do not add to Temporary Hit Points from another source.
- Reach. The reach of your Unarmed Strikes increases by 5 feet, including their normal Grapple and Shove options.
- Natural Weapons. When you use an Unarmed Strike to deal damage, you can use 2d8 + your Strength modifier Slashing or Piercing damage as its base damage. Do not add this to another formula that replaces the attack's base damage.
- Monstrous Strength. You have Advantage on Strength (Athletics) checks and Strength saving throws.
- Resilient Flesh. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Your equipment remains equipped and gains no additional damage dice from your change in size. The form does not remove other conditions, restore Blood Points, or grant Resistance to Fire or Radiant damage.
Flesh Adaptations
Whenever you activate Horrid Form, choose two different adaptations from the list below. They last only while this activation of Horrid Form lasts. You can change your choices only when you activate the form again.
Rending Claws. Your damaging Unarmed Strikes deal an additional 1d8 damage of the same type as their base damage.
Armored Hide. You gain a +2 bonus to Armor Class.
Predatory Senses. You gain Blindsight with a range of 30 feet, Darkvision with a range of 120 feet, and Advantage on Wisdom (Perception) checks. If your Darkvision already has a greater range, that greater range is unchanged.
Monstrous Limbs. Once on each of your turns, immediately after you hit a creature with a damaging Unarmed Strike, you can attempt the Grapple or Shove option of an Unarmed Strike against that same creature, without taking another action or Bonus Action. The normal saving throws and requirements for reach, a free hand, and size apply. This additional attempt involves no additional attack roll and deals no additional damage.
Flesh Wings. You gain a Fly Speed equal to your Walking Speed while you are not wearing Heavy armor. You cannot hover. If this benefit ends while you are airborne, the normal falling rules apply.
Unnatural Regeneration. At the start of each of your turns, you can expend and roll one of your own unexpended Hit Point Dice. You regain Hit Points equal to the roll + your Constitution modifier, with a minimum of 1 Hit Point. This requires no action.
These Hit Point Dice come from your normal supply and are recovered according to the normal recovery rules. Horrid Form still ends at 0 Hit Points, so this adaptation cannot revive you. A Kindred d10 with a +4 Constitution modifier restores an average of 9.5 Hit Points per die.
Bestial Flurry still requires The Beast to be active. Horrid Form grants no additional damaging attack or additional Attack action of its own; it does not remove such benefits you have legitimately gained from other features. Bestial Fury still lets you choose between two rolls of the relevant damage dice, not add the two results together.
One With the Land
You can temporarily merge with the earth or stone around you and extend your senses through the surrounding area. This feature does not grant general access to Koldunic Sorcery.
Bound Area
When you activate this feature, your entry point becomes the fixed center of a temporary bound area with a 300-foot radius. You can use this feature at any suitable location; you do not need to own it, establish a haven there, or spend time there beforehand.
The area lasts only for this activation and does not move with your point of perception. A new area is established only by a new activation. This establishes no ownership or hunting rights in the story.
Merging
As a Magic action, you can expend 3 Blood Points and touch a natural mass of earth or stone that is large enough to contain your body. You merge with it for 1 hour, without requiring Concentration, establishing the bound area described above. Once you use this feature, you cannot use it again until you finish a Long Rest.
Use the rules of Meld into Stone (2024) for entering the material, bodily protection, ordinary emergence, and the effects of damage to the material containing you. For this use, natural earth counts as stone. Your body remains at your entry point while the benefits below apply. This feature does not grant additional free ritual casting of Meld into Stone.
Perception and Return
Tremorsense. You gain Tremorsense with a range of 120 feet, centered on your body's actual entry point. It does not read thoughts or emotions and does not replace sight.
Watch the Domain. As a Magic action, choose one point on an earth or stone surface within your bound area. You can see and hear from that point as though your eyes and ears were there, until you select another point in this way. Your normal senses, lines of sight, Darkness, and cover apply. You do not gain simultaneous awareness of the entire area, automatically detect lies, or bypass magical protections.
Limits While Merged. While merged, you cannot make attacks, cast spells, or manipulate objects through projected body parts. This specifically overrides the self-targeted spellcasting normally permitted by Meld into Stone. Other permitted abilities that affect only yourself, such as Heal Wounds, retain their normal costs.
Return. As a Magic action, you can end the merging and reappear in an unoccupied space you can see on a suitable earth or stone surface within your bound area. This ends the activation; it does not grant repeated teleportation.
If you do not choose a special return point, you emerge at your entry point as provided by Meld into Stone. The merging also ends if you gain the Incapacitated condition. The spell's consequences for damage to or transformation of the material containing you still apply. This feature grants no blanket immunity to magic. For the purpose of Dispel Magic, treat the merging effect as a level 3 spell. Your Native Soil requirement continues to apply separately.
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