100% found this document useful (1 vote)
148 views7 pages

YGY Arcane Tradition Fleshwarping ARTVERSION

Uploaded by

Joseph Osheen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
148 views7 pages

YGY Arcane Tradition Fleshwarping ARTVERSION

Uploaded by

Joseph Osheen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast.

Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Arcane Tradition: Fleshwarping Additionally, when you cast a spell of 1st level or
higher with the fleshwarping tag, you gain a bonus to
Fleshwarping is the magical art of altering flesh and
any Constitution saving throw you make to maintain
bone. Despite its rather unsavory reputation,
your concentration on the spell, provided you are not
fleshwarping has been practiced by a small number of
wearing any armor or wielding a shield. The bonus
wizards who seek to unlock the secrets of flesh.
equals your Intelligence modifier (minimum of +1).
In Yvarra, fleshwarping first came about during the
Second Arcane Renaissance. Followers of fleshwarping
believe that flesh is the fifth element, consisting of
Mend Flesh
At 6th level, you gain the ability to mend your own
blood for vitality, bones for purpose, breath for spirit,
flesh. As an action, you can regain hit points equal to
and meat for strength.
three times your wizard level.
These wizards are called fleshwarpers. They study
You must finish a long rest before you can use this
anatomy and wield spells that alter flesh. Many engage
feature again.
in extreme body modification and medical practices.

Fleshwarping Features Malleable Skin


By 10th level, you can alter your physical form to avoid
Wizard Level Feature harm. When you are hit with an attack roll while you are
2nd Fleshwarping Savant, Ironhide concentrating on a spell with the fleshwarping tag, you
6th Mend Flesh can use your reaction to roll a d6. On a 5 or higher, the
attack instead misses you, regardless of its roll.
10th Malleable Skin
14th The Way of All Flesh The Way of All Flesh
By 14th level, you have perfected your own flesh. You
Fleshwarping Savant are immune to any spell or effect that would alter your
form or magically age you against your will.
Beginning when you select this tradition at 2nd level,
the gold and time you must spend to copy a spell with Additionally, you regain 1 hit point at the start of each
the fleshwarping spell tag into your spellbook is halved. of your turns (10 hit points each minute) if you have no
more than half of your hit points left. You don't gain
Ironhide this benefit if you have 0 hit points. Also, any of your
severed body members (fingers, legs, tails, and so on),
Starting at 2nd level, your flesh is protected with
fleshwarping magic. While you are wearing no armor if any, are restored after 2 minutes. If you have the
and not wielding a shield, your AC equals 10 + your severed part and hold it to the stump, you
Constitution modifier + your Intelligence modifier. instantaneously cause the limb to knit to the stump.

All art created by me, u/Yorviing

1
Fleshwarping Spell Tag List Alter Aspect
transmutation cantrip (fleshwarping)
The following spells are considered to have the
fleshwarping spell tag, and are listed in alphabetical   Casting Time: 1 action
order. New spells from this book are indicated by a *.   Range: Self
  Components: V, S, M (a chameleon scale)
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Cantrips   Duration: Until dispelled


alter aspect*   Class: Sorcerer, Wizard
armament of flesh* This simple spell is incredibly popular among hags and
arm burst* witches, as well as wizards who study the ancient and
skinburner* twisted art of fleshwarping. You change a part of your
tendrils of flesh* physical appearance. You can alter your appearance in
one of the following ways:
1st Level
arms of stitching* You change the color and length of your hair.
coat of eyes* You change the color of your eyes.
detect flesh* You adjust your height to be up to 3 inches shorter or
false life taller.
graft* You change the shape of your eyebrows, the length
of your nose, the size of your ears, or the length of
2nd Level your teeth.
You increase the length of your limbs to be up to 3
alter self
inches longer or shorter.
amending flesh*
You change the shape of your mouth and lips.
enlarge/reduce
Gyrok's butchering* If you cast this spell multiple times, you can have up
rend flesh* to three of its effects active at a time, and you can
dismiss any effect as an action.
3rd Level
animate dead Amending Flesh
haste 2nd-level necromancy (fleshwarping)
mask of false flesh* (ritual)
  Casting Time: 1 action
osseous armor*
  Range: Touch
tongues
  Components: V, S, M (a needle)
water breathing
  Duration: Concentration, up to 1 minute
  Class: Cleric, Warlock, Wizard
4th Level
Farrion's vile grove* You imbue the needle to stitch and repair freshly made
polymorph wounds on the body of a creature you touch. For the
stoneskin duration of the spell, each time the target takes damage,
Svargon's grotesque transformation* roll 2d4 and reduce the damage it takes by the result.
Ysaria's horrid hand* When the spell ends, a creature who was under this
spell's effects can choose whether or not the scars left
5th Level by the stitching fade away or remain as if freshly
feast on self* healed yet still noticeable.
servant of flesh*
wings of flesh* Armament of Flesh
transmutation cantrip (fleshwarping)
6th Level   Casting Time: 1 action
Daigon's second mouth*   Range: Self (5-feet)
eyebite   Components: V, S
flesh to stone   Duration: Instantaneous
hidden flesh*   Class: Sorcerer, Wizard
wall of flesh*
Uttering the phrase "úr líkama mínum vopn skal
komahe", the flesh on your hand and forearm twists into
7th Level the shape of a grotesque weapon composed of flesh as
diamondskin* you strike at a creature within range. The weapon
simulacrum assumes the shape and form of a melee weapon of your
choice. As part of the action used to cast this spell, you
8th Level must make an unarmed strike attack against one
ascended anatomy* creature within the spell's range, otherwise the spell
clone fails. On a hit, the target suffers 1d8 bludgeoning,
piercing, or slashing damage (your choice).
9th Level The spell's damage increases by one die when you
harvest the gardens of flesh* reach 5th level (2d8), 11th level (3d8), and 17th level
shapechange (4d8).
true polymorph

2
Arm Burst Daigon's Second Mouth
transmutation cantrip (fleshwarping) 6th-level transmutation (fleshwarping)
  Casting Time: 1 action   Casting Time: 10 minutes
  Range: 10 feet   Range: Self
  Components: V, S, M (a spider corpse)   Components: V, S, M (an opal worth 3000 gp, a bowl
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

  Duration: Instantaneous of burning incense, three drops of blood, and the


  Class: Sorcerer, Warlock, Wizard tongue, jawbone and teeth of a humanoid or beast,
which are consumed)
You cause fully grown fleshy arms to temporarily
  Duration: Instantaneous
emerge from your outstretched arm that lash out toward
  Class: Wizard
a creature you can see within range. Make a melee spell
attack against the target. You have advantage on the This horrifying spell was created by the ancient Witch
attack roll if the target is not wearing armor. On a hit, Queen Daigon. By way of this ritual, you permanently
the target takes 1d6 bludgeoning damage, and is pushed transform a part of your body, such as the palm of your
back 5 feet. hand, your stomach, or neck, to grow a fully functioning
The spell's damage increases by 1d6 when you reach mouth. This mouth has teeth, lips, and a long tongue.
5th level (2d6), 11th level (3d6), and 17th level (4d6). This mouth also possesses its own distinct voice and
personality, and when you speak you can choose to
Arms of Stitching speak through this mouth or cause both you and this
1st-level transmutation (fleshwarping) mouth's voice to speak simultaneously. The mouth can
speak every language that you know.
  Casting Time: 1 action
You can consume food and drink via this mouth, and
  Range: Touch
though the mouth does not require air you can choose to
  Components: V, S, M (a needle and thread)
breathe out of the mouth (no action required).
  Duration: Concentration, up to 1 minute
While you possess this mouth on your body, you have
  Class: Warlock, Wizard
advantage on Charisma (Intimidation) checks, provided
You cause the arms of a creature you touch to a creature can see this mouth.
temporarily and harmlessly sever from its body, You can also use the mouth to make one bite attack
connecting to its torso via long threads and stitching. against a Small or smaller target that you are grappling.
For the duration of the spell, the target's reach If you are under the Enlarge effect of an enlarge/reduce
increases by 5 feet, and the target can roll a d8 in place spell, you can instead use this bite against a Medium or
of the normal damage of its unarmed strike. smaller target. If the attack hits, the target takes 2d6
piercing damage and the target is also swallowed into an
Ascended Anatomy extra-dimensional space, and the grapple ends. While
8th-level transmutation (fleshwarping) swallowed, the target is blinded and restrained, it has
  Casting Time: 1 action total cover against attacks and other effects outside of
  Range: Self you, and it takes 4d6 acid damage at the start of each of
  Components: V your turns. You can have only one creature swallowed
  Duration: 1 hour at a time.
  Class: Sorcerer, Wizard A creature inside the mouth can't leave it by
nonmagical means. If the creature tries to use
Until the spell ends, when you make a Constitution teleportation or interplanar travel to leave the mouth, it
saving throw, you can replace the number you roll with a must first make a Charisma saving throw. On a success,
15. Additionally, you are immune to the effects of the creature can use that magic to exit the mouth. On a
exhaustion. failure, the creature can't exit the mouth and wastes the
use of the spell or effect.
Coat of Eyes If a swallowed creature dies, its body and all
1st-level transmutation (fleshwarping) nonmagical objects it is wearing and carrying instantly
  Casting Time: 1 action dissolve. Any remaining objects are immediately
  Range: Self regurgitated from the mouth into a space within 5 feet of
  Components: V, S you. The creature's voice is also absorbed by the mouth,
  Duration: 1 hour and when the mouth speaks, you can choose for the
  Class: Sorcerer, Warlock, Wizard mouth to speak in the voice or utter the sounds of any
creature that died while swallowed by it.
You transform your flesh to grow multiple eyes across
You can only possess one of these mouths at a time.
your body. The eyes can take on an appearance of your
When you cast this spell while you already possess a
choice, such as appearing similar to your own, appearing
mouth created by this spell, the current mouth closes
like an animal's eyes, or appear milky white and alien.
and a new one appears on a part of your body of your
For the duration of the spell, you see in all directions,
choice.
and you have advantage on Wisdom (Perception)
checks that rely on sight. You also have advantage on
saving throws against being blinded.

3
Detect Flesh Feast on Self
1st-level divination (fleshwarping) 5th-level transmutation (fleshwarping)
  Casting Time: 1 action   Casting Time: 1 action
  Range: Self   Range: 60 feet
  Components: V, S   Components: V, S, M (a tooth or a claw)
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

  Duration: Concentration, up to 10 minutes   Duration: Concentration, up to 1 minute


  Class: Wizard   Class: Warlock, Wizard
For the duration, you know if there is any creature with You cause the flesh of a creature that you can see
flesh within 30 feet of you, as well as where the creature within range to contort into violent shapes. The target
is located. Similarly, you know if a creature you detect is must make a Constitution saving throw. On a successful
undead or not. Constructs, incorporeal undead, and save, the target takes 3d8 slashing damage as parts of
creatures that lack flesh and bones are immune to this its flesh is torn apart, and the spell ends. On a failed
spell. save, the target takes 3d8 piercing damage and 3d8
The spell can penetrate most barriers, but it is blocked slashing damage as the target's flesh contorts and
by 1 foot of stone, 1 inch of common metal, a thin sheet stretches, growing mouths filled with rows of sharp
of lead, or 3 feet of wood or dirt. teeth and hands with vicious claws that shift to tear into
the flesh of the target. Until the spell ends, you can use
Diamondskin your action on each of your turns to automatically deal
7th-level abjuration (fleshwarping) 3d8 piercing damage and 3d8 slashing damage to the
target. The spell ends if you use your action to do
  Casting Time: 1 action
anything else.
  Range: 30 feet
At the end of each of its turns, the target repeats the
  Components: V, S, M (diamond dust worth 500 gp,
saving throw. It takes 3d8 piercing damage and 3d8
which the spell consumes)
slashing damage on a failed save, and the spell ends on
  Duration: Concentration, up to 1 hour
a successful one.
  Class: Druid, Sorcerer, Wizard
At Higher Levels: When you cast this spell using a
This spell turns the flesh of a willing creature you touch spell slot of 6th level or higher, the damage of each
as hard as diamond. Until the spell ends, the target has damage type increases by 1d8 for each slot level above
immunity to nonmagical bludgeoning, piercing, and 5th.
slashing damage and has resistance to magical
bludgeoning, piercing, and slashing damage. Graft
1st-level transmutation (fleshwarping)
Farrion's Vile Grove   Casting Time: 1 action
4th-level conjuration (fleshwarping)
  Range: Touch
  Casting Time: 1 action   Components: V, S, M (a scalpel or small knife)
  Range: 150 feet   Duration: Instantaneous
  Components: V, S, M (a bloodstained rib bone, a   Class: Cleric, Wizard
tooth, and a dried finger and tongue)
You carve a piece of flesh off from a willing creature
  Duration: Concentration, up to 10 minutes
you touch and magically transfer it onto the body of
  Class: Wizard
another willing creature. Constructs, incorporeal
This spell was created by the wizard Farrion. Long undead, and creatures that lack flesh and bones are
arms, mounds of flesh with mouths of sharpened teeth, immune to this spell. The first target's current hit points
and tendrils of moving flesh emerge from the ground in are reduced by 2d6, and the second target regains hit
a 30-foot radius centered on a point within range. The points equal to the reduction.
area becomes difficult terrain for the duration. When a At Higher Levels: When you cast this spell using a
creature moves into or within the area, it takes 4d4 spell slot of 2nd level or higher, the damage increases
piercing damage for every 5 feet it travels. by 1d6 for each slot level above 1st.
For the duration of the spell, the mouths speak in a
language of your choice or emit laughter, screams, or Gyrok's Butchering
whispers. 2nd-level conjuration (fleshwarping)
A creature in the area when you cast the spell must
  Casting Time: 1 action
succeed on a Strength saving throw or be restrained by
  Range: 60 feet
the arms, hands, mouths, and tendrils until the spell
  Components: V, S, M (a butcher's knife or a meat
ends. A creature restrained by these limbs of flesh can
cleaver)
use its action to make a Strength check against your
  Duration: Instantaneous
spell save DC. On a success, it frees itself.
  Class: Wizard
If a creature with flesh dies from damage dealt by this
spell, that creature’s body is absorbed and added into You temporarily conjure forth butcher knives or meat
the grove. cleavers to butcher flesh. Make a ranged spell attack
When the spell ends, the conjured flesh dries out and against a creature you can see within range. On a hit,
shrivels in size before fading away into nothing but dust the target takes 4d12 slashing damage. The conjured
and shriveled ashes. knives or cleavers then vanish.
If you cast Farrion's vile grove every day for 30 days At Higher Levels: When you cast this spell using a
in the same location, the spell lasts until it is dispelled, spell slot of 3rd level or higher, the damage increases by
and the material components are consumed on the last 1d12 for each slot level above 2nd.
casting.

4
Harvest the Gardens of Flesh Mask of False Flesh
9th-level transmutation (fleshwarping) 3rd-level transmutation (fleshwarping) (ritual)
  Casting Time: 1 action   Casting Time: 1 action
  Range: 90 feet   Range: 10 feet
  Components: V, S   Components: V, S, M (the flesh of another creature, a
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

  Duration: Instantaneous knife or dagger worth 25 gp, and burning incense)


  Class: Warlock, Wizard   Duration: 24 hours
  Class: Warlock, Wizard
You utter a foul incantation that causes the flesh,
muscle, and bones of up to ten creatures of your choice You touch the flesh of creature or a corpse that still
that you can see within range to be ripped asunder. possesses flesh or rotted flesh, tearing a piece off and
Constructs, incorporeal undead, and creatures that lack holding it above the burning incense. You make yourself
flesh and bones are immune to this spell. - though not including your clothing, armor, weapons,
Each target must make a Constitution saving throw. and other belongings on your person - perfectly
On a failed save, a target takes 14d6 necrotic damage resemble the creature or corpse the flesh was taken
and is knocked prone as its body is suddenly and from until the spell ends or until you use your action to
violently twisted and contorted into unnatural shapes. dismiss it. If the flesh was taken from a corpse, you
On a successful save, a target takes half as much instead perfectly resemble the visage and appearance
damage and isn't knocked prone. If a target is killed by that the corpse possessed on its final day of living. This
this damage, its body is twisted into shredded pieces spell does not change your body type, so you must take
and you regain hit points equal to the damage it took. flesh from a creature or corpse that has the same basic
A target that has been knocked prone can can make a arrangement of limbs and size as you.
Constitution saving throw at the end of each of its turns. The changes wrought by this spell hold up to physical
On a successful save, the target is no longer knocked inspection and auditory inspection - for example,
prone and its body twists back into its normal shape. anyone who touches you would feel your head and hair,
and anyone who hears your voice hears the voice of the
Hidden Flesh creature whose flesh you took or the voice the corpse
6th-level necromancy (fleshwarping) possessed on its final day of living. Additionally, for the
duration of the spell, you have advantage on checks
  Casting Time: 10 minutes made to pass yourself off as the creature or corpse.
  Range: Self
To discern that you are not who you are passing
  Components: V, S, M (a ruby worth at least 1,000 gp,
yourself off as, a creature can use its action to inspect
a vessel worth at least 1,500 gp that has a sealable lid
your appearance and must succeed on an Intelligence
and is large enough to hold a Medium creature, such
(Investigation) check against your spell save DC.
as a huge urn, coffin, or glass container filled with salt
water and at least 1 cubic inch of flesh from a
humanoid, which the spell consumes)
Osseous Armor
3rd-level transmutation (fleshwarping)
  Duration: Until dispelled
  Class: Wizard   Casting Time: 1 bonus action
  Range: Touch
Uttering the phrase "húð innan húðar", you perform a
  Components: V, S, M (a small skull)
forbidden ritual wherein you transform the piece of
  Duration: Concentration, up to 1 minute
humanoid flesh into a fully mature physical body
  Class: Sorcerer, Wizard
resembling the race of the humanoid whose flesh you
are using. The new body grows from the piece of flesh, Through the cracking of bones and the tearing of flesh,
producing bones, limbs, fur, scales, and organs you force parts of the skeleton of a willing creature you
appropriate to the race it is growing into. This spell does touch to grow out of its skin and form into protective
not create clothing, armor, weapons, and other armor across its body. For example, its ribs and
belongings on the body. sternum might grow out of its torso to form a
When the copy is fully developed and grown, it then breastplate, bony spikes might protrude from its arms,
devours your current self whole. Your current body falls back, and hands, and its skull might grow out to
into a catatonic state as it enters an extradimensional surround its head like a helmet. The transformation
space within the new body you created from the spell's lasts until the spell ends. For the duration of the spell,
flesh material component. While your body inhabits the the target gains the following benefits:
new body, you are aware of your surroundings as if you
were in the new body's space. You can perform all of The target gain a +2 bonus to its AC.
the actions and movement as normal in your new body The target gains 10 temporary hit points.
as if it were your own body, and you use the racial The target's protruding bones become natural
features of the race whose body you are assuming. Your weapons, which it can use to make unarmed strikes.
new body possesses the same amount of hit points as If it hits with them, it deals piercing damage equal to
your own body. 3d6 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
If the new body is reduced to 0 hit points or the spell
When a creature within 5 feet of you hits you with a
ends, you immediately assume control of your original
melee attack, the attacker takes 1d6 piercing
body and begin to tear and crawl itself out of what
damage.
remains of the new body, emerging in an adjacent
unoccupied space. You emerge from the new body's When the spell ends, the external bones harmlessly
remnants with your full hit points. recede back into the body.

5
Rend Flesh Skinburner
2nd-level necromancy (fleshwarping) transmutation cantrip (fleshwarping)
  Casting Time: 1 action   Casting Time: 1 action
  Range: 30 feet   Range: 60 feet
  Components: V, S   Components: V, S, M (a poison ivy leaf)
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

  Duration: Instantaneous   Duration: Instantaneous


  Class: Warlock, Wizard   Class: Sorcerer, Warlock, Wizard
You attempt to distort and tear into the flesh of a You cause the flesh of a creature of your choice that you
creature of your choice within range. The target must can see within range to burn and flare with red-hot
make a Constitution saving throw. On a failed save, the welts. The target must make a Constitution saving
creature’s flesh and body begin to distort and violently throw. On a failed save, the target takes 1d8 fire
twist as the creature takes 4d6 necrotic damage, or half damage. If the target is not wearing any armor, it
as much on a successful save. A creature who fails it instead takes 1d12 fire damage.
saving throw also takes a -2 penalty to its AC until the The spell's damage increases by one die when you
start of your next turn. reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12),
At Higher Levels: When you cast this spell using a and 17th level (4d8 or 4d12).
spell slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd. Svargon's Grotesque Transformation
4th-level transmutation (fleshwarping)
Servant of Flesh   Casting Time: 1 action
5th-level transmutation (fleshwarping)   Range: 60 feet
  Casting Time: 1 action   Components: V, S, M (a petrified eye)
  Range: 30 feet   Duration: Concentration, up to 1 minute
  Components: V, S, M (a needle and thread, a scalpel,   Class: Wizard
1 cubic inch of flesh from a humanoid, which the spell
This spell was a signature creation of the ancient wizard
consumes)
Svargon Kull. You attempt to alter the physical form of
  Duration: Until dispelled
a creature you can see within range, transforming them
  Class: Wizard
into a manifestation of twisted flesh and bone.
This spell creates an Small fleshy and functioning body Constructs, incorporeal undead, and creatures that lack
that appears as a twisted version of the humanoid flesh and bones are immune to this spell. The target
whose flesh was used to cast this spell, the flesh must make a Constitution saving throw. On a failed
growing to form this body. This small creature is save, the target becomes transformed into a fleshy
considered a humanoid, and it performs simple tasks at abomination and its speed is halved for the duration. At
your command until this spell ends or you dismiss the the end of each of the target's turns before the spell
creature, at which point it crumples into a lump of ends, the target must succeed on a Constitution saving
rotting flesh. The servant grows from the flesh into in throw or take 4d10 necrotic damage as the twisting of its
an unoccupied space on the ground within range. It has form continues to cause it severe pain. On a successful
AC 13, 10 hit points, each of its ability scores is 8, and it save, the spell ends.
can't attack. It can speak Common and one language of At Higher Levels: When you cast this spell using a
your choice that you know, though its speech choppy spell slot of 5th level or higher, the damage increases by
and simple. If it drops to 0 hit points, the spell ends and 1d10 for each slot level above 4th
the creature's body and flesh begins to rot. The servant
obeys the commands of you and the humanoid whose Tendrils of Flesh
flesh it grew from. transmutation cantrip (fleshwarping)
Once on each of your turns as a bonus action, you can
  Casting Time: 1 action
mentally command the servant to move up to 30 feet
  Range: 30 feet
and interact with an object. The servant can perform
  Components: V, S, M (a piece of raw meat)
simple tasks that a humanoid servant could do, such as
  Duration: Instantaneous
fetching things, cleaning, mending, folding clothes,
  Class: Sorcerer, Wizard
lighting fires, serving food, and pouring wine. Once you
give the command, the servant performs the task to the Wriggling tendrils of sinew and skin tear from your
best of its ability until it completes the task, then waits body and launch forward at a creature you can see
for your next command. within range. The creature must succeed on a Strength
At Higher Levels: When you cast this spell using a saving throw or take 1d6 bludgeoning damage and be
spell slot of 6th level or higher, you create one additional knocked prone. until the beginning of its next turn.
fleshy servant for each slot level above 5th. Each of the The spell's damage increases by 1d6 when you reach
servants must come from a different 1 cubic inch of 5th level (2d6), 11th level (3d6), and 17th level (4d6).
flesh from a humanoid.

6
Wall of Flesh Wings of Flesh
6th-level necromancy (fleshwarping) 5th-level transmutation (fleshwarping)
  Casting Time: 1 action   Casting Time: 1 action
  Range: 120 feet   Range: Self
  Components: V, S, M (a voodoo doll or a poppet)   Components: V, S, M (the plucked wing of a bird)
This is unofficial Fan Content permitted under the Open Gaming License. It is not approved/endorsed by Wizards of the Coast. Portions of the material used may be property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

  Duration: Concentration, up to 1 minute   Duration: Concentration, up to 1 hour


  Class: Warlock, Wizard   Class: Sorcerer, Wizard
A nonmagical wall of flesh, faces, and limbs conjures This spell causes you to sprout forth two pairs of fleshy
into existence at a point you choose within range. The wings from your back for the duration of the spell. You
wall is 6 inches thick and is composed of ten 10-foot-by- gain a flying speed equal to twice your walking speed.
10-foot sections of flesh and meat. Each section must be If you cast this spell while wearing armor, the spell
contiguous with at least one other panel, stitched automatically fails unless the armor is made to
together. Alternatively, you can create 10-foot-by-20- accommodate the two pairs of wings, and clothing not
foot sections that are only 3 inches thick. made to accommodate your wings might be destroyed
If the wall cuts through a creature's space when it when you cast this spell.
appears, the creature is pushed to one side of the wall As a bonus action, you can have the lower wings
(your choice). The inner part of the wall is smoothed transform into long skewers of sharpened bone, or
skin, while the outer part of the wall consists of moving return back to its normal form. While you have these
arms, legs, and faces embedded into the wall, each of skewers, you can use your action to make two melee
which lets out painful moans and cries of anguish. If a spell attacks with them at a target within 15 feet of you.
creature would be surrounded on all sides by the wall (or On a hit, the target takes 5d8 piercing damage.
the wall and another solid surface), that creature can Alternatively, you can use your action to fire the
make a Dexterity saving throw. On a success, it can use skewers at a target within 60 feet of you. Make a
its reaction to move up to its speed so that it is no longer ranged spell attack. On a hit, the target takes 5d8
enclosed by the wall. piercing damage. Regardless of whether you hit or miss,
The wall can have any shape you desire, though it a new set of skewers regrow.
can't occupy the same space as a creature or object. The
wall doesn't need to be vertical or resting on any firm Ysaria's Horrid Hand
foundation. It must, however, merge with and be solidly 4th-level necromancy (fleshwarping)
supported by existing ground. Thus you can use this
spell to bridge a chasm or create a ramp.   Casting Time: 1 action
  Range: Self
If you create a span greater than 20 feet in length,
  Components: V, S, M (a butcher knife or meat
you must halve the size of each section to create
cleaver)
supports. You can crudely shape the wall to create
  Duration: Concentration, up to 1 minute
ramparts, battlements, and so on.
  Class: Warlock, Wizard
The wall is an object made of flesh that can be
damaged and thus breached. Each section has AC 14 This spell was originally created by Ysaria, the last
and 40 hit points per inch of thickness. Reducing a Witch Queen. Wielding the material component in one
panel to 0 hit points destroys it and might cause hand while uttering the phrase "Úr holdi mínu hönd mín
connected panels to tear from each other at the GM's skal lifa", you take 2d6 slashing damage as you sever
discretion. your other hand as it falls onto the ground before you.
Whenever a creature begins its turn or moves within You immediately regrow a perfect replica of your hand
10 feet of the outer part of the wall, that creature must from the stump, leaving a magical scar at your wrist.
make a Strength saving throw. On a failed save, arms The hand then crawls around before you and grows
moving on the side of the wall grab the creature, and the into a Medium sized hand, a large mouth with sharp
creature is restrained. A creature can use its action to teeth and long tongue appearing in its palm. It has AC
repeat the saving throw, breaking free and ending the 16, 50 hit points, a climb speed of 40 feet, and a speed
effect on a success. of 40 feet. It has immunity to the charmed, exhaustion,
While a creature is restrained, you can use your frightened, paralyzed, petrified, and poisoned
bonus action to cause the hands or faces in the wall to conditions, and is immune to any spell or effect that
hit or bite into the creature, dealing 6d8 bludgeoning or would alter its form. This severed hand acts on your
piercing damage, respectively. You may also have both initiative and has its own action and movement. If the
the arms and teeth attack the creature while restrained, hand drops to 0 hit points or the spell ends, the hand
dealing 3d8 bludgeoning and 3d8 piercing damage. suddenly wilts and fades into dust.
If a creature with flesh dies from an attack by the The hand can attempt to bite a creature as an action
wall, that creature’s body is absorbed and added into the on its turn. It makes a melee spell attack against the
wall. creature, adding your spellcasting ability modifier to the
If you maintain your concentration on this spell for its attack roll. On a hit, a target takes 5d6 piercing damage
whole duration, the wall becomes permanent and can't and is restrained by the hand's mouth and long tongue.
be dispelled. Otherwise, the wall disappears when the While it has a creature restrained, the hand cannot
spell ends. attack but it can still move using the fingers of the hand.

You might also like