Fleshweaver-Mutators are perhaps the most taboo class ever theorized, being on-par with the Elders themselves for insanity. While their mind is consumed with their knowledge, they always hunger for more and have geared their entire being for getting it.....and then using that knowledge for their own purposes. Knowledge that is...for all intents and purposes, better left in the planes of the Elder Gods themselves....
They adore the application of their inventions, creatures, and aberrations, and defy the normal logic of how a person should operate or battle. Meeting a Fleshweaver-Mutator is thought to be a one-in-a-lifetime occurrence...and an often life-changing one at that.
hit dice:
1d8
hit points at 1st level:
8 + your constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per flesh weaver level after 1st
armor proficiencies:
Light armour
weapon proficiencies:
Simple weapons
tools:
Tinker's tools and one type of artisan’s tools of your choice
saving throws:
Constitution, Intelligence
skills:
Choose 3 from Arcana, Deception, History, Insight, Investigation, Nature, Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- one simple weapon
- leather armour
- tinker's tools and a scholar's pack
spellcasting:
You've studied the teachings of Siraeg and through your own magical ability you've come to have a limited understanding of Siraeg's magic
Tools Required
You require a safe site and workstation to make your spells.
Cantrips (0-Level Spells)
At 1st level you don't know any cantrips. You must learn your cantrips one at a time through Arcane Discovery Tinkering. At level 1 you can have up to 1 cantrip. You can choose to replace a cantrip if you learn or attempt to learn one. The amount of cantrips you can know at a time can be increased or decreased at random through Arcane Tinkering.
Preparing and Casting Spells
You do not need to prepare spells, you have access to all spells that you have learned.
You have to keep track of your own spell slots due to the Arcance Discovery Tinkering class feature.
To cast one of your fleshweaver spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spellcasting Ability
Intelligence is your spellcasting ability for your fleshweaver spells. You use your Intelligence whenever a fleshweaver spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a fleshweaver spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a fleshweaver spell as a ritual if that spell has the ritual tag.
class features:
Arcane Discovery Tinkering:
At level 1 you're able to discover spells through tinkering. At a suitable station in a safe area, you tinker with any arcane items, inventory items, magic known, aberrations, inventions, and surroundings in a random fashion. Doing so allows you to learn new spells, lose spells, modify a spell, create a subspell, gain a spellslot, among various other nearly-infinite random things. DM has control of the odds.
Aberration Creation/Modification:
At level 1 you know how to create monstrous aberrations and modify them at will. You can create Aberrations using any items or found resources, but this requires a Corrupting Fleshcore to do. A Corrupting Fleshcore can be created by corrupting a corpse (once/long rest), reanimating it and causing it to spiral out of control. This Core is the key to an Aberration, and if destroyed, the Aberration dies as well. It assimilates any items directly put on it, covering them with living flesh and assimilating them...as well as gaining random properties based on those items. Abberations are aptly named - their form is much like Eldritch monstrosities - highly random and dependent on how they grew...and what exactly went into their creation. On death, all Aberrations explode in a gorefest, spewing the flesh-covered items that went into their construction(and the fleshcore's bloody remains), over the area. Shoving a new fleshcore into an existing Aberration will fully heal it.
You start with 1 Aberration Slot, and gain more via levels. You can carry two fleshcores as inventory items at once. This amount will increase at level 9 (3 cores) and level 14 (a max of 4 cores).
You can modify aberrations by sticking inventory, collectables, or related on them, pull off parts, or other methods to alter their form and structure.
The Abberation's stat block will be created and edited at the DM's discretion
Eldermind:
At level one your mind is corrupted. You start with no slots for spells, cantrips, or any other knowledge slot. Instead, you have to rely on Arcane Discovery Tinkering and Invention/Bioinvention in order to gain them.
Invention/Bioinvention:
At level 2 you learn to invent. At a suitable station in a safe area, you tinker with anything available to try and come up with inventions. Unlike Arcane Discovery Thinking, you may aim for a "theme" of item to invent, or a specific item, considering what you have on hand. "Item", in this case, means any object(or even creature in the case of Bioinvention, which MUST be declared before invention). Invented things can later be crafted using the same resources they were invented with, and are wrote down on a separate part of the charactersheet, the "Logbook".
Bioinvention is a dedicated inventing action that requires the same as the above, but is focused on creating a random creature using a Corrupted Fleshcore to bring it to life. A Corrupted Fleshcore is normally good for x4 Bioinventions before becoming simple rotten flesh. Charges used depends on the strength of the creature. Creatures created this way can be created the same way using the same resources+Fleshcore charge, and are wrote down on a separate part of the charactersheet, the "Logbook".
Scavenging:
At level 3 you learn to recognize a use for the most mundane objects lying around. You are much more likely to find(mentions-in-text) of materials to use and stuff to grab. Levels according to Novice-->Apprentice-->Master-->Elder, each increasing the chance from the DM for identifying resources more in-depth in the surroundings.
Aberrant Fusion:
At level 20 you gain a true understanding of Siraeg's teachings. The pinnacle of a Fleshweaver-Mutator...and often where they lose any sense of humanity they may have had left. You can now insert a Corrupted Fleshcore into yourself, becoming an Abberration, with all the benefits and penalties that carries. Allows self-modification, and healing to full by consuming a Fleshcore.
subclass options: