School of Fleshwarping
There are some wizards who develop a special interest in medicine and anatomy. For those who want to merge their knowledge about the flesh with their methods of spellcasting, there exists an ancient and mostly forbidden art called flesh warping. Practitioners of this art are known as fleshwarpers. Fleshwarpers prepare their spells by combining magical formulas with anatomical theories. These spells can warp the target’s flesh in a way that strengthens allies or weakens enemies.
In addition to their adventuring sides and outstanding combat abilities, they make excellent surgeons as well as dreadful torturers.
Self Warper
Before trying your mixed arts on others, you practice it on your own body. Starting at 2nd level, you gain the following benefits:
- You gain proficiency in the Medicine skill and with tools of torture (p.151) thanks to your studies.
- You can make little cosmetic changes to your body. You gain advantage on Charisma (Deception) checks after 1 minute of study of your facial structure and muscle reactions. You can also use this feature to make changes in your hair length, hair color, eye color, or the shape of a particular small feature. For example, you can change your ears to resemble an elf’s ears. You can use your imagination and make creative changes, with your GM’s permission.
Spell Warping
Starting at 6th level, you can warp the flesh through spells that require a target. You can strengthen yourself and your allies, or weaken your enemies, by warping your/their flesh with your spells. You can slow a target down by making the muscles in its limbs less effective or blind it by creating an invisible curtain that clouds its sight. Unwilling targets must make a Constitution saving throw against your spell save DC.
By this feature, while casting a spell that requires a target, you can create one of the additional effects given below :
- Advantage or disadvantage on attack rolls
- Advantage or disadvantage on Strength, Dexterity, or Constitution saving throws
- Advantage or disadvantage on Strength, Dexterity, or Constitution ability checks
- Advantage or disadvantage on initiative rolls
- +10 feet or -10 feet movement speed
- +1 or -1 AC
- Blinded or deafened conditions
- The effects of enlarge/reduce spell
You can keep these effects active with your concentration (as if concentrating on a spell) up to 1 minute. You can use this feature for a number of times equal to your Intelligence modifier (minimum once). You regain all expended uses after you finish a long rest.
Alteration Master
Starting at 10th level, you add the alter self spell to your list of spells known and prepared if it is not already. The range changes from self to touch and you can cast it on two targets instead of one. An unwilling target must succeed on a Charis ma saving throw to resist the effects of the spell.
Spell Warping Mastery
Starting at 14th level, you can use your Spell Warping feature with spells affecting an area. You can affect up to a number of targets equal to your Intelligence modifier (minimum one) with the same effect. You can keep the effects on all targets by maintaining your concentration (as if concentrating on a spell). When your concentration is broken, the effects end on all targets.
FLESHCRAFTING
Through long studies and many surgeries, fleshwarpers of 10th level or higher can cause long-term changes in bodies or even try to create a construct made out of flesh. However, these acts take much longer than the archetype features and may even require special materials. A fleshwarper can also use its imagination to create art objects of flesh, at the GM’s permission.
FLESH SURGERIES
A fleshwarper can cause physical changes on a body through long surgeries. After a process of 8 hours that involves using special materials that cost 5,000 gold pieces, you can change the structure of flesh, muscle, and bone. Sometimes, these changes can defy the rules of anatomy, with the help of arcane knowledge. At the end of the surgeries, you must make a successful DC 17 Intelligence check to close-up the body properly and seal the changes by drawing arcane marks on the “patient’s” skin. On a failure, the changes are lost and the process must be repeated.
You can choose to create one of the effects listed in the Spell Warping feature. The effects you create by Flesh Surgeries lasts for 1 week and do not require concentration. The duration of an effect can be increased to 1 month if you make a successful DC 19 Intelligence check and spend 10,000 gold pieces, or to 1 year if you make a successful DC 21 Intelligence check and spend 20,000 gold pieces at the end of the surgery.
FLESH CONSTRUCT
A fleshwarper can merge parts of different beasts, humanoids, and monstrosities to create a mishmash of a construct. Many parts taken from the corpses of different creatures, flesh constructs are loyal servants who can follow simple commands. They are basically war machines who want to devour their enemies. Sometimes, a fleshwarper decides to use a living creature as one of the ingredients. The creation process drives the creature mad.
The construction of a flesh construct takes 1 month, with 8 hours of work each day. It also requires 30 bodies and 20,000 gold pieces worth of necessary components. Once a flesh construct is created, it ultimately follows the commands of its creator. However, this bond is so strong that if a fleshwarper creates two flesh constructs, they may try to kill each other because of their jealousy.
Flesh Construct CR: 6
STR
20 +5
DEX
12 +1
CON
18 +4
INT
6 -2
WIS
10 +0
CHA
5 -3
darkvision 60 ft., passive Perception 10
Immutable Form. The construct is immune to any spell or effect that would alter its form.
Magic Resistance. The construct has advantage on saving throws against spells and other magical effects.
Magic Weapons. The construct’s weapon attacks are magical. Monstrous Form. The construct has advantage on its Charisma (Intimidation) checks.
Warp Flesh. The construct can warp its flesh to transform its limbs into weapons called warping weapons, or a shield.
Actions
Multiattack. The construct makes two weapon attacks.
Warping Weapons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) damage of the weapon’s damage type. Also, the target must succeed on a DC 13 Constitution saving throw or its muscles are distorted and its initiative decreases by 4 until the end of its next turn. A creature’s initiative cannot be reduced more than once at a time.
Flesh constructs are generally created by flesh warper wizards as their guardians and they are formed by unholy energies collected from many corpses in mass graves and in other defiled places.
Flesh constructs can be found in many shapes, changing from creator to creator. They can be masses of corpses meticulously tailored together, just as they can be messy heaps of muscle, bone, and blood.
Apart from being constructs created by flesh warpers and necromancers, a flesh construct can be both a punishment and a gift. There are grim tales telling the stories of unlucky heroes that failed on f ighting against a deity of necromancy and became a material component in a flesh construct as a re sult. It is also not unheard of that a flesh construct is sent by a deity as a reward of a sacrifice.
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