Base Class: Artificer
Artificers focus on the scientific aspects of the arcane, and make an art out of it. While most artificers focus on the technological aspects of their craft, binding arcane magic to items or creating potions with alchemy, some turn their interests toward something more visceral. Some artificers make the flesh of themselves, and others, a canvas for their art. Some of these artificers find themselves on the wrong end of the law due to the required ingredients in their work, while others work under clergies that tend toward the necromantic, some even find a living as medical practitioners. Flesh sculptors are able to transform death into new life, and they are capable of turning their own bodies into deadly weapons. Many see their craft as mad science. They may be right.
Medical Prowess
When you adopt this specialization at 3rd level, you gain proficiency with healer's kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Additionally, you gain proficiency with the Medicine skill. Any checks made with this skill utilize your Intelligence modifier in place of your Wisdom. If you already had proficiency with this skill, you then double your proficiency bonus when utilizing it.
Flesh Shaper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
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5th |
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|
9th |
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|
13th |
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|
17th |
Forge the Flesh
Your time spent experimenting on the living and the dead, expanding your knowledge of anatomy and the ways it can be manipulated, has paid off. Beginning at 3rd level, you can spend one minute using your Medicine Kit to transform the a long-decayed skeleton or the corpse of a fallen enemy into a servant under your control. You target one corpse within 5 feet, and spend one minute crafting its flesh into your Fleshcrafted Servant (as if concentrating on a spell). This fleshcrafted servant takes on a physical appearance of your choice, but maintains its original size.
Starting at 9th level, you can create a number of fleshcrafted servants equal to your proficiency bonus (minimum of 4).
Perfected Self
At 5th level, through painful and intensive self-experimentation, you have become the master of your own flesh. You can shape your own body just as you shape corpses, molding yourself into a shape that suits you. This results in, if you so choose, drastic changes to your appearance that could leave you looking more like a monster than a being of your origin- if you choose to pursue a more unnatural guise, discuss these changes and their ramifications with your DM.
You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, only your size can be changed by this and your other stats remain unaltered by this change in appearance. You might have the slimy green skin of a bullywug and the fine features of a high elf, take on a more beastly quadrupedal form, steal the visage of a Waterhadvian noble, or show the sewn-together limbs of a flesh golem- your body is your canvas. During a long rest, you can use your action to change your appearance in this way again.
Further, at will, you grow claws, fangs, spines, horns, or a barbed tail. Your unarmed strikes deal 1d6 + INT modifier bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
You no longer need items for item infusions and can instead use your own body parts to store the enchantments.
You gain an unarmored AC equal to 13 + your INT modifier.
Bloodbath
Starting at 9th level, you have gained a great understanding of the energies of life and death, and the way that necrotic energies interact with flesh, bone and sinew. You gain resistance to Necrotic damage.
In addition, when any of your fleshcrafted servants are reduced to 0 hit points, you can use your reaction to manipulate the necrotic energies in their bodies to trigger one of two effects:
In a 15 ft. radius around the fleshcrafted servant, there is an explosion of boiling blood, warped flesh, and necrotic energy. All creatures within 15 feet of the fleshcrafted servant 2d10 necrotic damage as the necrotic energy blackens and rends their living tissue.
In a 15 ft. radius around the fleshcrafted servant, there is a burst of necromantic energy and imbued blood that was used to give life to a corpse. All creatures of your choice within 15 feet of the fleshcrafted servant receive 2d10 hit points as the blood and flesh fill their wounds.
Master of the Art
By 15th level, you have been working with mort flesh and living blood long enough that you have become a true master of your craft.
During a long rest, you can choose a number of willing creatures equal to your INT modifier (including yourself or your fleshcrafted servants) and craft their flesh. Spending one hour per creature chosen, you temporarily modify and enhance their bodies. Each of the creatures gains a number of benefits.
Each of them gains a number of temporary hit points equal to your Artificer level and +2 to their AC as you infuse their flesh and blood with necromantic magic.
Each of them has resistance to a damage type of your choice as you integrate other creatures' biologies' into your crafting.
Each of them has advantage on STR and DEX checks, and deal an additional 1d4 weapon damage as you supercharge their bodies.
After 24 hours, all of these benefits are lost. Additionally, you and each creature you worked on gains one level of Exhaustion. These creatures cannot benefit from this ability again for 1d8 days afterwards.
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