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mcumoric
2020-10-10, 11:16 PM
The flesh sculptor
You make a pact with a powerful being that has been known to make lifeforms. You gain magic which allows you to create homunculi out of dead organic matter.


Expanded spell list
You add the following spells to your spell list.

Spell level - Expanded Spells
1st - Find familiar, False life
2nd - Enlarge/reduce, Find steed
3rd - Conjure animals, Phantom steed
4th - Conjure minor elementals, Find greater steed
5th - Awaken, Conjure elemental

Sculptor of flesh
Starting at the 1st level, you gain the knowledge from your patron to make false life. With 40 lbs of dead organic material on hand, when you take a long rest you can sculpt a homunculi that takes the appearance of a beast that is 1/4 cr and lower. Your creature has the stats of a 1/4th or lower Cr beast. Your creation takes its own initiative in combat and it is under the player’s control.
The beast gains the following features:

The beasts hit points are equal to (Your level)x4 + your charisma modifier + your proficiency bonus.
The beast’s creature type is construct instead of beast.
You may add your proficiency bonus to your creation’s attack rolls, damage rolls and armor class.

Twice per short or long rest you can touch your creation as an action to restore 1d8 + your charisma modifier hit points to your beast. The amount restored increases by another 1d8 at the 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Stronger flesh
Starting at the 6th level, any creature you conjure or create gains an additional amount of hp equal to your (proficiency bonus) + (Your level). They also gain a bonus to their armor class equal to your charisma modifier.

Extra attack
Starting at the 6th level, when your homunculi takes the attack action they may make an additional attack as a part of the same action.

Stronger creation
Starting at the 6th level, the beast you can use for your sculpture of flesh can be up to 1 cr.

Go berserk
Starting at the 10th level, you can use an action to throw your homunculi into a vicious frenzy for the next minute or until it is reduced to 0 hit points. Your homunculi:

- Gains a plus to their damage rolls equal to your charisma modifier.
- Has advantage on strength checks and saving throws.
- And has resistance to bludgeoning piercing and slashing damage.

Horrible creation
Starting at the 14th level, the beast you can use for your sculpture of flesh can be up to 2 cr.

BerzerkerUnit
2020-10-12, 01:37 PM
As always, if you choose to use any of these suggestions, pls credit me in any published document.

Not a bad idea on the whole. I might switch to Monstrosities as base rather than Beasts since you’re stitching a horror together made of flesh. That or allow wider variety of base types as you increase in level.

It might be worth just creating a default stat block that gets a skin and perks depending on type similar to the Summon X Spirit spells. Have its attacks scale off your own similar to Artificer pets.

Example: high end cr 2s have a +6 to hit, even berserked these pets will only hit foes at T4 on a 19 or 20. You don’t want your core feature to be near worthless in a boss fight.

I’d swap the Conjure lesser Elemental at 4th Level for Summon Aberrant Spirit.

Making direction a bonus action is standard, just a fully autonomous creature swings the action economy a little further than most will stand.

Some way to empower and/or further heal your Homunchan by spending spell slots might be worth a look too. Forced mutation, transfiguration, temporarily stitching wings on? Who knows.

mcumoric
2020-10-12, 01:43 PM
I’d swap the Conjure lesser Elemental at 4th Level for Summon Aberrant Spirit.


Wait that's a spell?

BerzerkerUnit
2020-10-13, 04:07 PM
Presently UA content but confirmed for Tasha’s Couldron.

https://www.dndbeyond.com/spells/summon-aberrant-spirit-ua

RaafikSkald
2020-10-17, 09:52 PM
So a Tzimisce?