Base Class: Artificer
Artificers transform the mundane into the magical. Many artificers create wonderful inventions of steel or iron. Others brew potions from rare ingredients. But for some, the preferred canvas from which the mundane becomes magical is flesh itself.
These artificers, known as flesh sculptors, find themselves in seedy underworlds and dungeons, maligned by society at large while also being sought after by the most powerful among it. For the rich and ambitious, flesh sculptors offer a way towards perfecting oneself -- or creating new life whole-cloth.
Spell Casting
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh Sculptor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with wood carver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Flesh Construct
Starting at 3rd level, you can take an hour to create a flesh construct by using woodcarver’s tools. Doing so requires access to the body of a beast or humanoid, although the beast or humanoid does not have to be dead -- only restrained. When you are finished, the humanoid or beast dies (if not already dead) and becomes one of the following: Aquatic Construct, Avian Construct, Biped Construct, Quadruped Construct, Serpentine Construct, or Tauric Construct
The construct is friendly to you and your companions and obeys your commands. In combat, the construct shares your initiative count, but it takes its turn immediately after yours.
As you level, you gain access to evolution points, represented by the table below. These may be spent on evolutions, which add abilities to your construct. In order to add evolutions, you must spend one hour working on your construct. You may also spend an hour removing evolutions, which returns you evolution points.
The construct also gains health equal to 1d10 + it’s constitution modifier each time you increase in level.
If the mending spell is cast on it, it regains 2d6 hit points.
Command
At 5th level, you begin to master command over your construct. As an action, you may command your construct to attack. You construct then uses it’s reaction to make one attack action against the target of your choosing.
Aspect
At 9th level you learn to manipulate your own flesh. You may spend an hour to divert up to 2 points from your construct’s evolution pool to add evolutions to yourself. You cannot select any evolution that the construct could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the construct’s evolution pool (reducing the total number available to the construct). You may change your own evolutions once per long rest.
At 18th level, you can divert more of your construct’s evolutions to yourself. You may divert up to 6 evolution points to yourself, and your construct loses only 1 point from its evolution pool for every 2 points diverted to yourself.
Merge Forms
At 15th level, you gain the ability to merge your mind with your construct's body. As an hour ritual, you become subsumed into your construct, including all your gear. While merged in this way, you are protected from harm and cannot be targeted by spells or effects, and your construct’s mental stats are replaced by your own. Your construct gains any feats that you have, and you may use the command class feature as a bonus action. Any evolutions gained from the aspect class feature apply to your new form. This transformation lasts until you choose to end it.
You may cast spells while inside your construct by taking control of the construct for the duration it takes to cast that spell. Any material components are automatically taken from your gear, even though it would otherwise be inaccessible. You can direct all of the construct’s actions, perceive through it’s senses, and speak through it’s voice.
If the construct is slain while you are merged, you are immediately ejected, and take 4d6 points of bludgeoning damage.