Flesh-Forger (5e Subclass)
Flesh-Forger[edit]
Artificer Specialization
A flesh-forger doesn't aim to create useful items, but to enhance the humanoid form by infusing their bodies with magical potency.
- Flesh-Forger Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Flesh-Forger Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | absorb elements, burning hands |
5th | flame blade, web |
9th | conjure barrage, lightning bolt |
13th | fire shield, greater invisibility |
17th | cloudkill, telekinesis |
- Anatomical Studies
When you adopt this specialization at 3rd level, you gain proficiency in the Athletics and Medicine skills.
- Power in Your Palms
When you adopt this specialization at 3rd level, you learn your choice of one of the following cantrips: blade ward, booming blade, green-flame blade, mage hand, magic stone, mending, poison spray, primal savagery, produce flame, resistance, shocking grasp, sword burst, or thunderclap. Your chosen cantrip is an Artificer spell, and does not count against the number of cantrips you can know. You can choose another cantrip at 10th level, and again at 14th level.
- Structural Improvements
By the time you adopt this specialization at 3rd level, you have begun reinforcing and improving your body. Choose from which material you graft your frame:
- Lightweight Structure. Your movement speed increases by 15 feet, you gain proficiency in your choice of either the Athletics or Acrobatics skill, and your weight is halved.
- Reinforced Structure. You can't be moved against your will except by magical means or you are incapacitated, your Armor Class increases by 2, and your weight is doubled.
You can later change your choice over the course of one week (8 hours per day), which consumes materials worth an amount of gp equal to your character level x 100.
- Artificial Servant
At 5th level, your research and mastery of your craft allow you to produce artificial lifeform, which act as your servant. The servant is a biological construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 5th level.
- Create a Sidekick using the rules found starting on page 142 of Tasha's Cauldron of Everything [1] (TCE). If you would like to make a sidekick from a player race, choose a player race, roll for their base Ability scores, use a D8 for their hit dice. If the player race would give your Artificial Servant Proficiency with Weapons, Tool's, or Armor's that you are not proficient with, they instead do not gain those Proficiency.
- This sidekick has the following restrictions for it's stat block in order for it to be used for your Artificial Servant:
1. Your Artificial Servant cannot be based on the stat block of a creature that does not leave behind a corpse when killed. 2. Your Artificial Servant cannot be of the Ooze, Swarm, or Aberration creature types. (NOTE: Some of the sidekick classes have requirements for the stat block of the creature that must be fulfilled prior to a sidekick being able to take a level in said sidekick class.) 3. Your Artificial Servant cannot be based on the stat block of a shape changing creature unless you have chosen to create a sidekick based on a player race. (I.E. Changeling or a Shifter variant if playing with those additional sources.)
- Your servant has three levels in your choice of the expert, spellcaster, or warrior sidekick class as found in TCE. It can only be one of these classes and you can't change this choice later.
- Your servant can speak, read, and write all languages you know.
- The servant's creature type is construct, in addition to it's original creature type (I.E. If you make your servant based on the stat block of a Worg, it will be a Construct Monstrosity.). Your DM shall decide how spells that do or do not effect one or more of these creature types will or will not effect your servant.
- It gains darkvision to a range of 60 feet if it doesn't already have it.
- It has advantage against spells and/or magic effects to charm it.
- It has resistance to poison damage, and advantage on constitution saving throws to be poisoned and against disease.
- It Has advantage on saving throws against any spell or effect that would alter its form, regardless of whether it is willing or not.
- If you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.
The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own. You may telepathically speak with your servant so long as you are on the same plane of existence and neither of you are unconscious or under the charmed condition.
If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to the majority of it's remains. It returns to life with 1 hit point at the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.
If you wish to create additional Artificial Servants beyond your first, you may do so over the course of a number of weeks equal to 10 minus your Intelligence modifier. Creating an additional Artificial Servant costs 1,000 gp per week of work for each of your already existing Artificial Servants. Your new Artificial Servant starts with a number of levels in a sidekick class equal to your Artificer level – ( number of your already existing Artificial Servants * 2 ). If this number is less than 1, you cannot create a new artificial servant.
- Greater Self-Augmentation
Beginning at 9th level, when you use your action to cast a spell or make a weapon attack, you can immediately use your bonus action to cast a cantrip with a casting time of one action, one bonus action, or one reaction.
Additionally, you have added hidden compartments into your body and can stow items inside yourself, should their dimensions allow it. The weight of these items in pounds cannot exceed one-tenth your carrying capacity. Creatures within 5 feet of you can detect these compartments with a successful Intelligence (Investigation) or Wisdom (Medicine) check. The DC for this check equals your artificer spell save DC.
- Arcane Reconstruction
Once you reach 15th level, you have vastly refined your mortal flesh. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You can choose to dream in this state, or you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Additionally, you add your Intelligence modifier to the damage you deal with your artificer spells.
- Emergency Protocols
Also starting at 15th level, you have an extra measure of protection against death. When you drop to 0 hit points, you can choose to instead drop to 1 hit point. Alternatively, if you are subjected to an effect that would instantly kill you, you can choose to negate that effect.
Once you use this feature, you can't use it again until after you finish a long rest.
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