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.

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 origin creature’s level. Spell level might vary, range is average, casting time is nearly instant, the effect may take a few seconds to change the target's body, 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 prepare any spells for which you have an attuned preserved catalyst in your possession as cantrips instead of spells. When a cantrip or spell associated with a preserved catalyst is cast, nothing is consumed (besides a spell slot, if applicable).

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, you may fashion a basic catalyst from any creature, regardless of 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]

Dragon Turtle[edit]

Claws Exposed Claws:
  • Target’s melee attacks using its hands, feet, etc. gain slashing damage, possibly damaging gloves and boots
  • Target gain advantage when making checks for slipping
Eyes Darkvision:
  • Target attacks using its teeth gain piercing damage
Fangs Predator’s Fangs:
  • Target attacks using its teeth gain piercing damage
Flesh Amphibious Reptile Skin:
  • Target gains resistance to fire damage
  • Target gains thick skin covered in scales
  • Target gains increased swim speed
Lung Dragon Turtle Lungs:
  • Target gains ability to breathe air and water
  • Target gains usage of the spell Steam Breath
Shell Turtle Shell:
  • Target’s movement speed is halved
  • Target’s weight is doubled
  • Target gains thick turtle shell on back, possibly damaging armor
  • Target gains AC when attacked from behind

Goblin[edit]

Eyes Darkvision:
  • Target gains darkvision out to a range of 60 feet
  • Target gain advantage when making checks for slipping
Foot Nimble Escape:
  • Target can take the Disengage or Hide action as a bonus action on each of its turns
Tongue Goblin Speech:
  • Target gains ability to speak Common and Goblin, or any languages the creature could speak

Lion[edit]

Claws Retractable Claws:
  • Target’s melee attacks using its hands, feet, etc. gain slashing damage, if the target so chooses, possibly damaging gloves and boots
  • Target gains advantage when making checks for slipping, if the target so chooses
Eyes Feline Vision:
  • Target gains darkvision out to a range of 60 feet
  • Target gains red-green colorblindness
Fangs Predator’s Fangs:
  • Target attacks using its teeth gain piercing damage

Mind Flayer[edit]

Brain Telepathy:
  • Target gains telepathy out to a range of 120 feet
  • Target gains ability to speak Undercommon and Deep Speech, or any languages the creature could speak
  • Target gains usage of the spells Detect Thoughts and Levitate
Eyes Darkvision:
  • Target attacks using its teeth gain piercing damage
Tentacle Illithid Tentacles:
  • Target grapples gain chance to inflict psychic damage
  • Target gains usage of the spell Extract Brain

Vampire[edit]

Eyes Vampire Vision:
  • Target gains darkvision out to a range of 60 feet
  • Target gains usage of the spell Charm Person
Flesh Vampiric Resistance:
  • Target takes acid damage if it ends its turn in running water
  • Target takes radiant damage if it ends its turn in sunlight
  • Target resists necrotic damage
  • Target resists bludgeoning, piercing and slashing damage from non-magical sources
Tongue [Vampire’s Name]’s Speech:
  • Target gains ability to speak any languages the creature could speak

Wolf[edit]

Ears Sensitive Ears:
  • Target gains advantage when making checks involving hearing
  • Target can hear sounds outside human frequencies
Eyes Canine Vision:
  • Target gains darkvision out to a range of 60 feet
  • Target gains red-green colorblindness
Fangs Predator’s Fangs:
  • Target attacks using its teeth gain piercing damage
Nose Sensitive Nose:
  • Target gains advantage when making checks involving smell
Paws Padded Paws:
  • Target gains advantage when making checks for slipping
  • Target gains advantage when taking damage from surfaces

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