Coriumancer (5e Subclass)

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Coriumancer[edit]

Artificer Subclass

When the battle’s over, the average party leaves the most valuable loot behind. The Coriumancer recognizes the innate power of flesh, and utilizes their skill to empower their party with the abilities of their defeated foes. The Coriumancer’s expertise allows them to moonlight as a healer as well.

Innate Coriumancer Spells[edit]

You gain innate spells at the Artificer levels listed:

Artificer Level Spells
3rd cure wounds, false life
5th aid, gentle repose
9th mass healing word, revivify
13th death ward, life transference
17th greater restoration, mass cure wounds

Tool Proficiency[edit]

When you adopt this specialization at 3rd level, you gain proficiency with Surgeon’s Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flesh Fetish[edit]

When you reach 3rd level, your focus in the art of coriumancy has resulted in the devolution of your skills in other areas. Besides the innate prepared spells of the subclass, you can no longer prepare Artificer spells normally. Instead, you may prepare only spells for which you have a coriumancy catalyst in your possession.

Bodysnatcher[edit]

Beginning at 3rd level, you acquire the ability to create a basic coriumancy catalyst, a non-magical item derived from a fresh corpse or living body. You must have appropriate tools and proficiency to harvest the specimen. The creature of origin must be of the same or lower level as you, unless said creature was defeated by the player's party, and the catalyst must be properly extracted from the creature. Basic catalysts have a decay rate, with items made from flesh and blood becoming invalid faster than those of horn or carapace. You may analyze an existing specimen you encounter, to determine whether it may function as a basic catalyst.

Starting at 3rd level, you may prepare any spells during a long or short rest for which you have a basic catalyst in your possession. When a spell associated with a basic catalyst is cast, one specimen of that catalyst in the caster’s possession is permanently consumed. A spell cannot be cast if it would consume a basic catalyst that the caster doesn't have in their possession, for whatever reason.

Basic Catalyst[edit]

Basic coriumancy catalysts acquire an associated spell when created, which correspond to the part of the body extracted as well as the magical and/or skill-based abilities of the origin creature. The associated spell will always be a status inflicting buff or debuff spell, with a duration in minutes equal to the Coriumancer’s Artificer level × the spell slot level consumed. The caster must maintain concentration for the duration of the spell's effect, or the effect is cancelled. Range is average, casting time is nearly instant, the effect may take a few seconds to change the target's body and has a chance to break the target's concentration, and the target must be willing.

For example, a lion’s eyes would grant a Feline Vision status, which gives the target Darkvision and Red-Green Colorblindness, while a lion’s claws would grant a Retractable Claws status, which gives the target additional Slashing damage during a melee attack if they so choose. These statuses cannot stack, and can override existing capabilities (replace claw type, etc). Starting at 3rd level, you may prepare any spells during a long rest for which you have a basic catalyst in your possession. When a spell associated with a basic catalyst is cast, one specimen of that catalyst in the caster’s possession is permanently consumed.

Taxidermist[edit]

Beginning at 5th level, you acquire the ability to create a preserved coriumancy catalyst, a magical item made from a basic coriumancy catalyst that has not yet decayed. You must have appropriate tools and proficiency to preserve the basic catalyst, but the method can vary, and may include crystallization, drying, embalming, encasement in glass, petrification, plastination, smoking, tanning, etc. Improper storage of a preserved catalyst, such as embalming a hand and keeping it in your backpack without protecting it from bludgeoning damage, may result in its dysfunction. You may analyze an existing trinket or other item you encounter, to determine whether it may function as a preserved catalyst.

Starting at 5th level, during a long rest, you may attune any number of preserved catalysts in your possession (while abiding by your limit to number of attuned magical items). You may cast spells associated with a currently attuned preserved catalyst without consuming a spell slot, with duration calculated as if the slot were level 1. Spells cast with an attuned preserved catalyst do not require the user's concentration. You may cast spells associated with a currently unattuned preserved catalyst as spells, but you must still use a spell slot and they still require concentration. When a spell associated with a preserved catalyst is cast (attuned or unattuned), the catalyst is not consumed.

Preserved Catalyst[edit]

Preserved coriumancy catalysts behave largely like basic catalysts, however they are considered magic items and can be attuned.

Trophy Hunter[edit]

At 9th level, the targets of your catalyst-based casts no longer need to be willing.

Corpse Eater[edit]

At 15th level, you may use a fresh corpse that you are touching as a catalyst, and cast a single spell of a spell level of your choice which grants every status harvestable from the corpse. The spell may target as many creatures within range as you like, but no catalysts may be made from the corpse afterward.

Lend a Hand[edit]

At 18th level, you do not gain the ability to store spells with objects like other Artificers, since to an extent Coriumancers already do this. Instead, whenever you finish a long rest, you can touch one preserved catalyst and make its spell accessible to other creatures at 2nd-level. While holding the modified catalyst, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Catalyst Spell Examples[edit]

Notes[edit]

Coriumancy catalysts can only be taken or made from living, organic beings that leave behind corpses (or at least body parts). As a result, enemies such as undead, automata, and specters cannot yield coriumancy catalysts.

If a DM is concerned that certain effects (especially spells) would be too powerful for the party to acquire, those body parts can become too damaged in battle to be utilized as a catalyst, or the number of samples possible can be limited by time, carrying space or skill.

The effects of spells cast utilizing coriumancy catalysts fit into four categories, and a specific catalyst may yield multiple effects and categories of effects:

  • Passive - The target gains a passive effect, such as increase resistance to fire damage or the ability to breathe water; some body parts may also yield proficiencies, if the source was skilled enough
  • Attack - The target gains the innate ability to use a new melee attack, such as teeth to use Bite or claws for a version of Claw that can also inflict poisoning
  • Cantrip - The target gains an innate ability to use a cantrip, such as the Gith's ability to use an invisible Mage Hand, which is meant to simulate psychokinesis
  • Spell - The target gains the ability to cast a spell without using a spell slot, such as the harpy's Luring Song (but the spell can only be case once by the target, even if the duration of the coriumancer spell lasts longer)

Bugbear[edit]

Body Part Effect Effect Type Effect Description
Arms Long-Limbed Passive When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful Build Passive You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Eyes Darkvision (60) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.

Cambion[edit]

Body Part Effect Effect Type Effect Description
Eyes Darkvision (60) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Fiendish Charm Spell One humanoid the cambion can see within 30 feet of it must succeed on a DC: 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
Flesh Cambion Resistance Passive Damage Resistance Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Fiendish Blessing Passive The AC of the cambion includes its Charisma bonus.
Wings Flight (60) Passive Flying speed of 60 feet.

Dragon Turtle[edit]

Body Part Effect Effect Type Effect Description
Claws Claw Attack Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Eyes Darkvision (120) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Flesh Dragon Turtle Resistance Passive Damage Resistance Fire
Swim (40) Passive Swimming speed of 40 feet.
Lungs Amphibious Passive The dragon turtle can breathe air and water.
Steam Breath Spell The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC: 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Shell Shell Armor Passive Base armor class of 20, except when prone.
Teeth Bite Attack Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Giant Spider[edit]

Body Part Effect Effect Type Effect Description
Carapace Carapace Armor (14) Passive Base armor class of 14.
Eyes Darkvision (60) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Legs Blindsight (10) Passive Blindsight of 10 feet.
Climb (30) Passive Climbing speed of 30 feet.
Spider Climb Passive The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense Passive While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker Passive The spider ignores movement restrictions caused by webbing.
Spinneret Web Spell Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC: 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Teeth Bite Attack Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC: 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Intellect Devourer[edit]

Body Part Effect Effect Type Effect Description
Brain Blindsight (60) Passive Blindsight of 60 feet.
Detect Sentience Passive The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Devour Intellect Spell The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC: 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Telepathy (60) Passive You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Magma Mephit[edit]

Body Part Effect Effect Type Effect Description
Eyes Darkvision (60) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Flesh Death Burst Passive When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False Appearance Passive While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Magma Mephit Immunities Passive Damage Immunity: Fire, Poison; Condition Immunity: Poisoned
Lungs Fire Breath Spell The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC: 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Wings Flight (30) Passive Flying speed of 30 feet.

Owlbear[edit]

Body Part Effect Effect Type Effect Description
Beak Beak Attack Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Keen Smell Passive The owlbear has advantage on Wisdom (Perception) checks that rely on smell.
Claws Claw Attack Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Eyes Colorblindness* Passive Full colorblindness in standard light.
Darkvision (60) Passive A monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Keen Sight Passive The owlbear has advantage on Wisdom (Perception) checks that rely on sight.
Flesh Hide Armor (13) Passive Base armor class of 13.
Legs Walk (40, 4L) Passive Four-legged walking speed of 40 feet.
  • Not every effect has to be exactly true to 5e; owls are colorblind in real life, so a negative effect of using an owlbear's eyes would be colorblindness in all light, not just while using darkvision

Humanoid[edit]

Body Part Effect Effect Type Effect Description
Arms Weapon Proficiency Passive Any weapon (or shield) proficiencies of the individual humanoid source
Hands Sleight of Hand Proficiency Passive Sleight of Hand proficiency, if had by the individual humanoid source
Tool Proficiency Passive Any tool proficiencies of the individual humanoid source
Legs Acrobatics Proficiency Passive Acrobatics proficiency, if had by the individual humanoid source
Athletics Proficiency Passive Athletics proficiency, if had by the individual humanoid source
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