dauntless/content/Classes/Bard/College of Fleshweaving.md
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Heliana's Guide to Monster Hunting

If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweavers career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework. 

Fleshweaving Progression
Bard Level Features
3rd Malleable Visage, Suturer
7th Ritual Reskin
11th Patchwork Repair
15th Soulsew

Malleable Visage

3rd-Level Fleshweaving Feature 

Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeons tools* (Included in this document), which you can use as a spellcasting focus, and you know the alter self spell, which counts as an arcane spell for you, but it doesnt count against the number of arcane spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesnt require concentration. 

In addition, over the course of 10 minutes, you can use your surgeons tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a long rest. After you use your surgeons tools in this way, you cant do so again until you finish a long rest.

Suturer

3rd-Level Fleshweaving Feature 

You know the spiritual weapon spell, which is an arcane spell for you, but doesnt count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a long rest. When you cast it as an arcane spell, the weapon takes the form of a giant needle and thread, and deals piercing damage instead of force damage. 

You also learn different ways to use this spiritual weapon. You gain the Suture benefit below, and you gain an additional benefit below when you reach 5th level and 10th level in this class.

  • Suture (3rd Level). As a bonus action or an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant temporary hit points equal to one roll of your Bardic Inspiration die + your CHA Modifier to one creature within 5 feet of the weapon. If the creature has 0 hit points, you can stabilise it, instead. 
  • Unspool (5th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your spell save DC. On a failure, magical threads wrap around the creature, which is restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success.
  • Acupuncture (10th Level). As an action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes piercing damage equal to one roll of your Bardic Inspiration die plus your CHA modifier, and must make a Constitution saving throw against your spell save DC. On a failure, the creature is paralysed until the end of its next turn.

You can also choose to make a bonus action from your Suturer feature as part of the same bonus action required to maintain a performance.

Ritual Reskin

7th-Level Fleshweaving Feature 

Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures:

  • Bulls Buns. The target has advantage on Strength checks, and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
  • Cactus Skin. The target is covered in razor-sharp spikes. At the end of each of the targets turns, each creature grappling it must make a Constitution saving throw against your spell save DC. On a failure, a creature takes piercing damage equal to your Bardic Inspiration die and releases the target from its grapple. On a success, a creature takes half as much damage and doesnt have to release the target.  
  • Cats Paws. The target has advantage on Dexterity checks. It also doesnt take damage from falling 20 feet or less if it isnt incapacitated. 
  • Fish Form. The target can breathe underwater and gains a swimming speed equal to its walking speed.
  • Owls Sight. The target has advantage on Wisdom checks and initiative rolls. 
  • Rhinos Hide. The target has advantage on Constitution checks and gains temporary hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier (minimum 1), which are lost when the effect ends.

After you use this feature, you cant do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again.

Patchwork Repair 

11th-Level Fleshweaving Feature 

You know the Mend cantrip, which is an arcane spell for you, but doesnt count against the number of spells you know. If you already know the Mend  cantrip, you can learn any Arcane cantrip instead. 

You also learned of a way to use mend on living creatures. You gain the Patchwork Repair benefits below. 

  • Sew it back on. You can cast mend to reattach a missing limb to a willing creature. By taking the severed part and holding it to the stump, the spell instantaneously causes the limb to knit to the stump. The creature suffers disadvantage on DEX saves and attack rolls until the end of its next long rest. 
  • Oops Wrong Arm. You can cast mend to attach a limb to a willing creature, even if its not theirs. When you do so, the extra limb function like their primary arms, with the following exceptions: 
  • You can use the limb to wield a weapon that has the light property, but you cant use it to wield other kinds of weapons. 
  • You cant wield a shield with the limb. 

After an hour, the limb stops working and falls off. A creature can only have one extra limb attached at a time. 

  • Good as New. As an action, If a creature has 0 hit points, you can cast mend to restore a number of hit points equal to one roll of your Bardic Inspiration die plus your Charisma modifier. 

You can use these benefits a number of times equal to your PB,  you cant do so again until you finish a long rest. 

Soulsew

15th-Level Fleshweaving Feature 

When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer features Unspool or Acupuncture effects, it becomes soulsewn to you for 1 minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you.

  • Spool. You can use a bonus action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest. You can also choose to use Spool as part of the same bonus action required to maintain a performance.

You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest.