79 lines
8.2 KiB
Markdown
79 lines
8.2 KiB
Markdown
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source: Heliana's Guide to Monster Hunting
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---
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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 fleshweaver’s career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework.
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| Fleshweaving Progression | |
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| ------------------------ | ------------------------- |
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| Bard Level | Features |
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| 3rd | Malleable Visage, Suturer |
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| 7th | Ritual Reskin |
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| 11th | Patchwork Repair |
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| 15th | Soulsew |
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# Malleable Visage
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3rd-Level Fleshweaving Feature
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Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeon’s 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 doesn’t 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 doesn’t require concentration.
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In addition, over the course of 10 minutes, you can use your surgeon’s 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 surgeon’s tools in this way, you can’t do so again until you finish a long rest.
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# Suturer
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3rd-Level Fleshweaving Feature
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You know the spiritual weapon spell, which is an arcane spell for you, but doesn’t 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.
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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.
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- 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.
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- 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.
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- 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.
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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.
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# Ritual Reskin
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7th-Level Fleshweaving Feature
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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:
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- Bull’s 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.
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- Cactus Skin. The target is covered in razor-sharp spikes. At the end of each of the target’s 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 doesn’t have to release the target.
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- Cat’s Paws. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
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- Fish Form. The target can breathe underwater and gains a swimming speed equal to its walking speed.
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- Owl’s Sight. The target has advantage on Wisdom checks and initiative rolls.
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- Rhino’s 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.
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After you use this feature, you can’t 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.
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# Patchwork Repair
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11th-Level Fleshweaving Feature
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You know the Mend cantrip, which is an arcane spell for you, but doesn’t count against the number of spells you know. If you already know the Mend cantrip, you can learn any Arcane cantrip instead.
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You also learned of a way to use mend on living creatures. You gain the Patchwork Repair benefits below.
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- 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.
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- Oops Wrong Arm. You can cast mend to attach a limb to a willing creature, even if it’s not theirs. When you do so, the extra limb function like their primary arms, with the following exceptions:
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- You can use the limb to wield a weapon that has the light property, but you can’t use it to wield other kinds of weapons.
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- You can’t wield a shield with the limb.
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After an hour, the limb stops working and falls off. A creature can only have one extra limb attached at a time.
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- 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.
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You can use these benefits a number of times equal to your **PB**, you can’t do so again until you finish a long rest.
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# Soulsew
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15th-Level Fleshweaving Feature
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When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer feature’s 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.
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- 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.
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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.
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