Fleshwarper (5e Class)

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Creating a Fleshwarper[edit]

;Quick Build You can make a Fleshwarper quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.

Fleshwarper

Class Features

As a Fleshwarper you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fleshwarper level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fleshwarper level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, gun
Tools: Healers kit
Saving Throws: Intelligence, Constitution
Skills: Medicine,nature, and Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) arcane focus or (b) gun or longsword or (c) healers kit
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Fleshwarper

Level Proficiency
Bonus
Features Spells Known Assistant
1st +2 Doctors assistant, spellcasting, Flesh Grafters Expertise 2 1
2nd +2 Anatomical knowledge, 2 1
3rd +2 Fleshwarping Tolerance, Surgery 3 1
4th +2 Ability Score Improvement 3 1
5th +3 Extra attack 4 1
6th +3 Medical expertise 4 2
7th +3 thick skinned, #Fleshwarping Tolerance increase 6 2
8th +3 Ability Score Improvement 6 2
9th +4 7 2
10th +4 Improved Doctors Assistant 7 5
11th +4 Touch injector, #Fleshwarping Tolerance increase 7 5
12th +4 Ability Score Improvement 7 5
13th +5 Training Regiment 7 5
14th +5 7 6
15th +5 Extra Attack, #Fleshwarping tolerance Increase 8 6
16th +5 Ability Score Improvement 8 6
17th +6 Expanded Grafters Knowledge, Arcanic Organ 8 6
18th +6 8 10
19th +6 Ability Score Improvement 8 10
20th +6 Anatomical Artisan 8 10
Spell Slots
Level 1rst 2nd 3rd 4rth 5th
1 2 - - - -
2 2 - - - -
3 3 - - - -
4 3 - - - -
5 4 2 - - -
6 4 2 - - -
7 4 3 - - -
8 4 3 - - -
9 4 3 2 - -
10 4 3 2 - -
11 4 3 3 - -
12 4 3 3 - -
13 4 3 3 1 -
14 4 3 3 1 -
15 4 3 3 2 -
16 4 3 3 2 -
17 4 3 3 3 1
18 4 3 3 3 1
19 4 3 3 3 2
20 4 3 3 3 2

<!-Class Feature->[edit]

1. Spellcasting At first level, you know 2 cantrips from the artificer spell list. Intelligence is your spellcasting ability for your spells.

Choose a number of artificer spells equal to your Intelligence modifier + half your Fleshwarper level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells . Spell save DC = 8 +(PB)+(Int) modifier

Spell attack modifier = PB+ your Intelligence modifier.

Ritual Casting You can cast any spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus You can use a healers kit as a spellcasting focus for your spells


1. Doctor's Assistant At first level, you gain a Familiar companion of C/R listed on the above table and can use the find Familiar spell once per long rest without using a spell slot. Your familiar must have appendages capable of performing articulate surgical maneuvers and will share your medicine and fleshwarper skills

1. Fleshgrafters Expertise

As a Fleshwarper you choose your specialty, this will determine what you are able to graft onto your body. You may choose between any of the types besides elemental or undead, However once you choose it cannot be changed

2.Anatomical knowledge At the 2nd level,your skill as a doctor increases, when you use your healers kit you may add +4 to the end result this increases by +4 every six levels after the second (2/8/14/20)

3.Fleshwarping Tolerance You are only able to tolerate so many grafts at a time. If you try to graft anymore than the alloted amount you will roll a die representing the current grafts and the chosen part will fall off or shrivel away

3.Surgury To make a successful graft requires 8 hours downtime in a sterile environment and a medicine check of the creatures C/R+12. On a failure the graft is destroyed and you take 1d4 non permanent Constitution damage. Grafts include but are not limited to with dm approval: skin, pairs of arms, lungs, eyes, ears, poision or breath glands and mechanical parts.

4.ability score/feat

5.Extra Attack You can make two attacks with the attack action

6. Medical expertise You gain expertise in medicine. Additionally you can use a healers kit as a (bonus action)

7. Thick skinned At the 7th level, your skin has toughed and your body more resistant you gain +2 hp per Fleshwarper level.

7.Increased Fleshwarping Tolerance

8. Ability score/feat

10.Improved Doctors Assistant Your assistant jumps in C/R and can take two grafts of creatures of its size

11.Touch injector You can carry up to 3 specially designed syringes that you fill with spells that as a (bonus action) will deliver a spell into a target of your choice per long rest. (the spells take spell slots)

11. Improved Fleshwarping Tolerance.

12. Ability Score/feat

13. Training regiment

At the 13th level, you start to increase your training so your body can prepare for all the chemicals and grafts it will have to undergo. Gain a static +1 to Str, Con, and a 10ft increase in speed

15.Extra Attack

You can use three attacks with the attack action.

15. Increased Fleshwarping Tolerance

16. Ability score/feat

17. Expanded grafters knowledge At level 17, you are now a prodigy in your field choose either undead, or elemental grafts to add to your surgical expertise. Once chosen this cannot be changed

17. Arcanic Organ At the 17th level you can mimic one level 8 spell or lower/once per long rest with a modified genies organ grown in your lab.

20. Anatomical Infinitum At the 20th level you may graft parts to yourself without limit.

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your background.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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