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Fleshwarping Additionally, when you cast a spell of 1st level or

higher with the fleshwarping tag, you gain a bonus to


First created during the Yvarran Second Arcane any Constitution saving throw you make to maintain
Renaissance, fleshwarping is the magical art of altering your concentration on the spell, provided you are not
flesh and bone. Known as fleshwarpers, these wizards wearing any armor or wielding a shield. The bonus
believe that flesh is the lost fifth element, one consisting equals your Intelligence modifier (minimum of +1).
of blood for vitality, bones for purpose, breath for spirit,
Mend Flesh
and meat for strength.
At 6th level, as an action, you can regain hit points equal
Fleshwarping Features to three times your wizard level. You must finish a long
Wizard Level Feature rest before you can use this feature again.
2nd Fleshwarping Savant, Ironhide
6th Mend Flesh
Malleable Skin
10th Malleable Skin By 10th level, you can alter your physical form to avoid
14th The Way of All Flesh harm. When you are hit with an attack roll while you are
concentrating on a spell with the fleshwarping tag, you
Fleshwarping Savant can use your reaction to roll a d6. On a 5 or higher, the
Beginning when you select this tradition at 2nd level, attack instead misses you, regardless of its roll.
the gold and time you must spend to copy a spell with The Way of All Flesh
the fleshwarping spell tag into your spellbook is halved.
By 14th level, you are immune to any spell or effect that
Ironhide would alter your form or magically age you against your
Starting at 2nd level, your flesh is protected with will. You also regain a number of hit points at the start
fleshwarping magic. While you are wearing no armor of each of your turns equal to your proficiency bonus if
and not wielding a shield, your AC equals 10 + your you have no more than half of your hit points left. You
Constitution modifier + your Intelligence modifier. don't gain this benefit if you have 0 hit points.

<< All artwork created by me, Yorviing >>

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Fleshwarping Spell Tag List 6th Level
The following spells are considered to have the Daigon's second mouth *
fleshwarping spell tag, and are listed in alphabetical eyebite
order. New spells from this book are indicated by a *. flesh to stone
hidden flesh *
Cantrips
wall of flesh *
alter aspect *
armament of flesh * 7th Level
arm burst * diamondskin *
skinburner * simulacrum
tendrils of flesh *
8th Level
1st Level ascended anatomy *
arms of stitching * clone
coat of eyes *
9th Level
detect flesh *
false life harvest the gardens of flesh *
graft * shapechange
true polymorph
2nd Level
alter self Alter Aspect
amending flesh * Transmutation cantrip (fleshwarping)
enlarge/reduce
rend flesh *   Casting Time: 1 action
  Range: Self
3rd Level
  Components: V, S, M (a chameleon scale)
animate dead   Duration: Until dispelled
Gyrok's butchering *   Class: Sorcerer, Witch, Wizard
haste
mask of false flesh * (ritual) You change a part of your physical appearance. You can
osseous armor * alter your appearance in one of the following ways:
Tarisan's thousand grasp * You change the color and length of your hair.
tongues You change the color of your eyes.
water breathing You adjust your height to be up to 3 inches shorter
4th Level or taller.
You change the shape of your eyebrows, the length
Farrion's vile grove *
of your nose, the size of your ears, or the length of
polymorph
your teeth.
stoneskin
You increase the length of your limbs to be up to 3
Svargon's grotesque transformation *
inches longer or shorter.
Ysaria's horrid hand *
You change the shape of your mouth and lips.
5th Level
If you cast this spell multiple times, you can have up
feast on self *
to three of its effects active at a time, and you can dismiss
servant of flesh *
any effect as an action.
wings of flesh *
If you speak in Witchtongue when you cast this spell,
you can have up to four of its effects active at a time.

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Amending Flesh Arm Burst
2nd-level necromancy (fleshwarping) transmutation cantrip (fleshwarping)

  Casting Time: 1 action   Casting Time: 1 action


  Range: Touch   Range: 10 feet
  Components: V, S, M (a needle)   Components: V, S, M (a spider corpse)
  Duration: Concentration, up to 1 minute   Duration: Instantaneous
  Class: Cleric, Warlock, Wizard   Class: Sorcerer, Warlock, Wizard
You imbue the needle to stitch and repair freshly made You cause fully grown fleshy arms to temporarily emerge
wounds on the body of a creature you touch. For the from your outstretched arm that lash out toward a
duration of the spell, each time the target takes damage, creature you can see within range. Make a melee spell
roll 2d4 and reduce the damage it takes by the result. attack against the target. You have advantage on the
When the spell ends, a creature who was under this attack roll if the target is not wearing armor. On a hit,
spell's effects can choose whether or not the scars left by the target takes 1d6 bludgeoning damage, and is pushed
the stitching fade away or remain as if freshly healed yet back 5 feet.
still noticeable. The spell's damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Armament of Flesh
transmutation cantrip (fleshwarping) Arms of Stitching
1st-level transmutation (fleshwarping)
  Casting Time: 1 action
  Range: Self (5-feet)   Casting Time: 1 action
  Components: V, S   Range: Touch
  Duration: Instantaneous   Components: V, S, M (a needle and thread)
  Class: Sorcerer, Wizard   Duration: Concentration, up to 1 minute
  Class: Warlock, Wizard
Uttering the phrase "úr líkama mínum vopn skal
komahe", the flesh on your hand and forearm twists into You cause the arms of a creature you touch to
the shape of a grotesque weapon composed of flesh as temporarily and harmlessly sever from its body,
you strike at a creature within range. The weapon connecting to its torso via long threads and stitching.
assumes the shape and form of a melee weapon of your For the duration of the spell, the target's reach increases
choice. As part of the action used to cast this spell, you by 5 feet, and the target can roll a d8 in place of the
must make an unarmed strike attack against one normal damage of its unarmed strike.
creature within the spell's range, otherwise the spell fails. Ascended Anatomy
On a hit, the target suffers 1d8 bludgeoning, piercing, or
8th-level transmutation (fleshwarping)
slashing damage (your choice).
The spell's damage increases by one die when you   Casting Time: 1 action
reach 5th level (2d8), 11th level (3d8), and 17th level   Range: Self
(4d8).   Components: V
  Duration: 1 hour
  Class: Sorcerer, Wizard
Until the spell ends, when you make a Constitution
saving throw, you can replace the number you roll with
a 15. Additionally, you are immune to the effects of
exhaustion.

3
Coat of Eyes You can also use the mouth to make one bite attack
against a Small or smaller target that you are grappling.
1st-level transmutation (fleshwarping)
If you are under the Enlarge effect of an enlarge/reduce
  Casting Time: 1 action spell, you can instead use this bite against a Medium or
  Range: Self smaller target. If the attack hits, the target takes 2d6
  Components: V, S piercing damage and the target is also swallowed into an
  Duration: 1 hour extra-dimensional space, and the grapple ends.
  Class: Sorcerer, Warlock, Wizard While swallowed, the target is blinded and restrained,
it has total cover against attacks and other effects outside
You transform your flesh to grow multiple eyes across of you, and it takes 4d6 acid damage at the start of each
your body. The eyes can take on an appearance of your of your turns. You can have only one creature swallowed
choice, such as appearing similar to your own, appearing at a time.
like an animal's eyes, or appear milky white and alien. A creature inside the mouth can't leave it by
For the duration of the spell, you see in all directions, nonmagical means. If the creature tries to use
and you have advantage on Wisdom (Perception) checks teleportation or interplanar travel to leave the mouth, it
that rely on sight. You also have advantage on saving must first make a Charisma saving throw. On a success,
throws against being blinded. the creature can use that magic to exit the mouth. On a
Daigon's Second Mouth failure, the creature can't exit the mouth and wastes the
use of the spell or effect.
6th-level transmutation (fleshwarping)
If a swallowed creature dies, its body and all
  Casting Time: 10 minutes nonmagical objects it is wearing and carrying instantly
  Range: Self dissolve. Any remaining objects are immediately
  Components: V, S, M (an opal worth 3000 gp, a bowl regurgitated from the mouth into a space within 5 feet
of burning incense, three drops of blood, and the of you. The creature's voice is also absorbed by the
tongue, jawbone and teeth of a humanoid or beast, mouth, and when the mouth speaks, you can choose for
which are consumed) the mouth to speak in the voice or utter the sounds of
  Duration: Instantaneous any creature that died while swallowed by it.
  Class: Wizard You can only possess one of these mouths at a time.
When you cast this spell while you already possess a
This horrifying spell was created by the ancient Witch
mouth created by this spell, the current mouth closes
Queen Daigon. By way of this ritual, you permanently
and a new one appears on a part of your body of your
transform a part of your body, such as the palm of your
choice.
hand, your stomach, or neck, to grow a fully
functioning mouth. This mouth has teeth, lips, and a Detect Flesh
long tongue. This mouth also possesses its own distinct 1st-level divination (fleshwarping)
voice and personality, and when you speak you can
choose to speak through this mouth or cause both you   Casting Time: 1 action
and this mouth's voice to speak simultaneously. The   Range: Self
mouth can speak every language that you know.   Components: V, S
You can consume food and drink via this mouth, and   Duration: Concentration, up to 10 minutes
though the mouth does not require air you can choose   Class: Wizard
to breathe out of the mouth (no action required). For the duration, you know if there is any creature with
While you possess this mouth on your body, you have flesh within 30 feet of you, as well as where the creature
advantage on Charisma (Intimidation) checks, provided is located. Similarly, you know if a creature you detect is
a creature can see this mouth. undead or not. Constructs, incorporeal undead, and
creatures that lack flesh and bones are immune to this
spell. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood or dirt.

4
Diamondskin Feast on Self
7th-level abjuration (fleshwarping) 5th-level transmutation (fleshwarping)

  Casting Time: 1 action   Casting Time: 1 action


  Range: 30 feet   Range: 60 feet
  Components: V, S, M (diamond dust worth 500 gp,   Components: V, S, M (a tooth or a claw)
which the spell consumes)   Duration: Concentration, up to 1 minute
  Duration: Concentration, up to 1 hour   Class: Warlock, Wizard
  Class: Druid, Sorcerer, Wizard
You cause the flesh of a creature that you can see within
This spell turns the flesh of a willing creature you touch range to contort into violent shapes. The target must
as hard as diamond. Until the spell ends, the target has make a Constitution saving throw. On a successful save,
immunity to nonmagical bludgeoning, piercing, and the target takes 3d8 slashing damage as parts of its flesh
slashing damage and has resistance to magical is torn apart, and the spell ends. On a failed save, the
bludgeoning, piercing, and slashing damage. target takes 3d8 piercing damage and 3d8 slashing
damage as the target's flesh contorts and stretches,
Farrion's Vile Grove
growing mouths filled with rows of sharp teeth and
4th-level conjuration (fleshwarping) hands with vicious claws that shift to tear into the flesh
  Casting Time: 1 action of the target. Until the spell ends, you can use your
  Range: 150 feet action on each of your turns to automatically deal 3d8
  Components: V, S, M (a bloodstained rib bone, a piercing damage and 3d8 slashing damage to the target.
tooth, and a dried finger and tongue) The spell ends if you use your action to do anything else.
  Duration: Concentration, up to 10 minutes At the end of each of its turns, the target repeats the
  Class: Wizard saving throw. It takes 3d8 piercing damage and 3d8
slashing damage on a failed save, and the spell ends on a
This spell was created by the wizard Farrion. Long arms, successful one.
mounds of flesh with mouths of sharpened teeth, and At Higher Levels: When you cast this spell using a
tendrils of moving flesh emerge from the ground in a spell slot of 6th level or higher, the damage of each
30-foot radius centered on a point within range. The damage type increases by 1d8 for each slot level above
area becomes difficult terrain for the duration. When a 5th.
creature moves into or within the area, it takes 4d4
Graft
piercing damage for every 5 feet it travels.
For the duration of the spell, the mouths speak in a 1st-level transmutation (fleshwarping)
language of your choice or emit laughter, screams, or
  Casting Time: 1 action
whispers.
  Range: Touch
A creature in the area when you cast the spell must
  Components: V, S, M (a scalpel or small knife)
succeed on a Strength saving throw or be restrained by
  Duration: Instantaneous
the arms, hands, mouths, and tendrils until the spell
  Class: Cleric, Wizard
ends. A creature restrained by these limbs of flesh can
use its action to make a Strength check against your spell You carve a piece of flesh off from a willing creature you
save DC. On a success, it frees itself. touch and magically transfer it onto the body of another
If a creature with flesh dies from damage dealt by this willing creature. Constructs, incorporeal undead, and
spell, that creature’s body is absorbed and added into creatures that lack flesh and bones are immune to this
the grove. spell. The first target's current hit points are reduced by
When the spell ends, the conjured flesh dries out and 2d6, and the second target regains hit points equal to
shrivels in size before fading away into nothing but dust the reduction.
and shriveled ashes.
If you cast Farrion's vile grove every day for 30 days in
the same location, the spell lasts until it is dispelled, and
the material components are consumed on the last
casting.

5
Gyrok's Butchering Hidden Flesh
3rd-level conjuration (fleshwarping) 6th-level necromancy (fleshwarping) (ritual)

  Casting Time: 1 action   Casting Time: 10 minutes


  Range: 60 feet   Range: Self
  Components: V, S, M (a butcher's knife or a meat   Components: V, S, M (a ruby worth at least 1,000 gp,
cleaver) a vessel worth at least 1,500 gp that has a sealable lid
  Duration: Instantaneous and is large enough to hold a Medium creature, such
  Class: Wizard as a huge urn, coffin, or glass container filled with salt
water and at least 1 cubic inch of flesh from a
You temporarily conjure forth butcher knives or meat
humanoid, which the spell consumes)
cleavers to butcher flesh. Make a ranged spell attack
  Duration: Until dispelled
against a creature you can see within range. On a hit, the
  Class: Wizard
target takes 4d12 slashing damage. The conjured knives
or cleavers then vanish. Uttering the phrase "húð innan húðar", you perform a
At Higher Levels: When you cast this spell using a forbidden ritual wherein you transform the piece of
spell slot of 4th level or higher, the damage increases by humanoid flesh into a fully mature physical body
1d12 for each slot level above 3rd. resembling the race of the humanoid whose flesh you
Harvest the Gardens of Flesh are using. The new body grows from the piece of flesh,
producing bones, limbs, fur, scales, and organs
9th-level transmutation (fleshwarping)
appropriate to the race it is growing into. This spell does
  Casting Time: 1 action not create clothing, armor, weapons, and other
  Range: 90 feet belongings on the body.
  Components: V, S When the copy is fully developed and grown, it then
  Duration: Instantaneous devours your current self whole. Your current body falls
  Class: Warlock, Wizard into a catatonic state as it enters an extradimensional
space within the new body you created from the spell's
You utter a foul incantation that causes the flesh, flesh material component. While your body inhabits the
muscle, and bones of up to ten creatures of your choice new body, you are aware of your surroundings as if you
that you can see within range to be ripped asunder. were in the new body's space. You can perform all of the
Constructs, incorporeal undead, and creatures that lack actions and movement as normal in your new body as if
flesh and bones are immune to this spell. it were your own body, and you use the racial features of
Each target must make a Constitution saving throw.
the race whose body you are assuming. Your new body
On a failed save, a target takes 14d6 necrotic damage and
possesses the same amount of hit points as your own
is knocked prone as its body is suddenly and violently
body.
twisted and contorted into unnatural shapes. On a If the new body is reduced to 0 hit points or the spell
successful save, a target takes half as much damage and ends, you immediately assume control of your original
isn't knocked prone. If a target is killed by this damage, body and begin to tear and crawl itself out of what
its body is twisted into shredded pieces and you regain remains of the new body, emerging in an adjacent
hit points equal to the damage it took. unoccupied space. You emerge from the new body's
A target that has been knocked prone can can make a
remnants with your full hit points.
Constitution saving throw at the end of each of its
turns. On a successful save, the target is no longer
knocked prone and its body twists back into its normal
shape.

6
Mask of False Flesh For example, its ribs and sternum might grow out of its
torso to form a breastplate, bony spikes might protrude
3rd-level transmutation (fleshwarping) (ritual)
from its arms, back, and hands, and its skull might grow
  Casting Time: 1 action out to surround its head like a helmet.
  Range: 10 feet The transformation lasts until the spell ends. For the
  Components: V, S, M (the flesh of another creature, a duration of the spell, the target gains the following
knife or dagger worth 25 gp, and burning incense) benefits:
  Duration: 24 hours The target gain a +2 bonus to its AC.
  Class: Warlock, Wizard The target gains 10 temporary hit points.
You touch the flesh of creature or a corpse that still The target's protruding bones become natural
possesses flesh or rotted flesh, tearing a piece off and weapons, which it can use to make unarmed strikes.
holding it above the burning incense. You make yourself If it hits with them, it deals piercing damage equal to
- though not including your clothing, armor, weapons, 3d6 + your Strength modifier, instead of the
and other belongings on your person - perfectly bludgeoning damage normal for an unarmed strike.
resemble the creature or corpse the flesh was taken from When a creature within 5 feet of you hits you with a
until the spell ends or until you use your action to melee attack, the attacker takes 1d6 piercing damage.
dismiss it. If the flesh was taken from a corpse, you
When the spell ends, the external bones harmlessly
instead perfectly resemble the visage and appearance
recede back into the body.
that the corpse possessed on its final day of living. This
spell does not change your body type, so you must take Rend Flesh
flesh from a creature or corpse that has the same basic 2nd-level necromancy (fleshwarping)
arrangement of limbs and size as you.
The changes wrought by this spell hold up to physical   Casting Time: 1 action
inspection and auditory inspection - for example,   Range: 30 feet
anyone who touches you would feel your head and hair,   Components: V, S
and anyone who hears your voice hears the voice of the   Duration: Instantaneous
creature whose flesh you took or the voice the corpse   Class: Warlock, Wizard
possessed on its final day of living. Additionally, for the You attempt to distort and tear into the flesh of a
duration of the spell, you have advantage on checks creature of your choice within range. The target must
made to pass yourself off as the creature or corpse. make a Constitution saving throw. On a failed save, the
To discern that you are not who you are passing creature’s flesh and body begin to distort and violently
yourself off as, a creature can use its action to inspect twist as the creature takes 4d6 necrotic damage, or half
your appearance and must succeed on an Intelligence as much on a successful save. A creature who fails it
(Investigation) check against your spell save DC. saving throw also takes a -2 penalty to its AC until the
Osseous Armor start of your next turn.
At Higher Levels: When you cast this spell using a
3rd-level transmutation (fleshwarping)
spell slot of 3rd level or higher, the damage increases by
  Casting Time: 1 bonus action 1d6 for each slot level above 2nd.
  Range: Touch
  Components: V, S, M (a small skull)
  Duration: Concentration, up to 1 minute
  Class: Sorcerer, Wizard
Through the cracking of bones and the tearing of flesh,
you force parts of the skeleton of a willing creature you
touch to grow out of its skin and form into protective
armor across its body.

7
Servant of Flesh Skinburner
5th-level transmutation (fleshwarping) transmutation cantrip (fleshwarping)

  Casting Time: 1 action   Casting Time: 1 action


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

8
Tarisan’s Thousand Grasp Wall of Flesh
3rd-level transmutation (fleshwarping) 6th-level necromancy (fleshwarping)

  Casting Time: 1 action   Casting Time: 1 action


  Range: Self (30-foot cube)   Range: 120 feet
  Components: V, S, M (a severed finger)   Components: V, S, M (a voodoo doll or a poppet)
  Duration: Concentration, up to 1 minute   Duration: Concentration, up to 1 minute
  Class: Warlock, Witch, Wizard   Class: Warlock, Wizard
Dozens of arms burst forth from your body towards A nonmagical wall of flesh, faces, and limbs conjures
those in front of you. Creatures of your choice in a 30- into existence at a point you choose within range. The
foot cube originating from you must make a Strength wall is 6 inches thick and is composed of ten 10-foot-by-
saving throw. On a failed save, a creature takes 2d10 10-foot sections of flesh and meat. Each section must be
bludgeoning damage and is restrained by arms until the contiguous with at least one other panel, stitched
spell ends. On a success, it frees itself. On a successful together. Alternatively, you can create 10-foot-by-20-
save, the creature takes half as much damage and isn't foot sections that are only 3 inches thick.
restrained. A restrained creature can use its action to If the wall cuts through a creature's space when it
make a Strength check against your spell save DC. appears, the creature is pushed to one side of the wall
When the spell ends, the arms wither into dust. (your choice). The inner part of the wall is smoothed
If you speak in Witchtongue when you cast this spell, skin, while the outer part of the wall consists of moving
the arms can instead resemble thorny vines or flowers, arms, legs, and faces embedded into the wall, each of
serpents, tentacles, fleshy tendrils, or elongated necks which lets out painful moans and cries of anguish. If a
that end in laughing heads. creature would be surrounded on all sides by the wall
At Higher Levels: When you cast this spell using a (or the wall and another solid surface), that creature can
spell slot of 4th level or higher, the size of the cube make a Dexterity saving throw. On a success, it can use
increases by 5 feet for each slot level above 3rd. its reaction to move up to its speed so that it is no longer
Tendrils of Flesh enclosed by the wall.
The wall can have any shape you desire, though it
transmutation cantrip (fleshwarping)
can't occupy the same space as a creature or object. The
  Casting Time: 1 action wall doesn't need to be vertical or resting on any firm
  Range: 30 feet foundation. It must, however, merge with and be solidly
  Components: V, S, M (a piece of raw meat) supported by existing ground. Thus you can use this
  Duration: Instantaneous spell to bridge a chasm or create a ramp.
  Class: Sorcerer, Wizard If you create a span greater than 20 feet in length, you
must halve the size of each section to create supports.
Wriggling tendrils of sinew and skin tear from your You can crudely shape the wall to create ramparts,
body and launch forward at a creature you can see battlements, and so on.
within range. The creature must succeed on a Strength The wall is an object made of flesh that can be
saving throw or take 1d6 bludgeoning damage and be damaged and thus breached. Each section has AC 14
knocked prone. until the beginning of its next turn. and 40 hit points per inch of thickness. Reducing a
The spell's damage increases by 1d6 when you reach panel to 0 hit points destroys it and might cause
5th level (2d6), 11th level (3d6), and 17th level (4d6). connected panels to tear from each other at the GM's
discretion.

9
Whenever a creature begins its turn or moves within 10 Ysaria's Horrid Hand
feet of the outer part of the wall, that creature must
4th-level necromancy (fleshwarping)
make a Strength saving throw. On a failed save, arms
moving on the side of the wall grab the creature, and the   Casting Time: 1 action
creature is restrained. A creature can use its action to   Range: Self
repeat the saving throw, breaking free and ending the   Components: V, S, M (a butcher knife or meat
effect on a success. cleaver)
While a creature is restrained, you can use your bonus   Duration: Concentration, up to 1 minute
action to cause the hands or faces in the wall to hit or   Class: Warlock, Wizard
bite into the creature, dealing 6d8 bludgeoning or
piercing damage, respectively. You may also have both This spell was originally created by Ysaria, the last Witch
the arms and teeth attack the creature while restrained, Queen. Wielding the material component in one hand
dealing 3d8 bludgeoning and 3d8 piercing damage. while uttering the phrase "Úr holdi mínu hönd mín skal
If a creature with flesh dies from an attack by the wall, lifa", you take 2d6 slashing damage as you sever your
that creature’s body is absorbed and added into the wall. other hand as it falls onto the ground before you. You
If you maintain your concentration on this spell for immediately regrow a perfect replica of your hand from
its whole duration, the wall becomes permanent and the stump, leaving a magical scar at your wrist.
can't be dispelled. Otherwise, the wall disappears when The hand then crawls around before you and grows
the spell ends. into a Medium sized hand, a large mouth with sharp
teeth and long tongue appearing in its palm. It has AC
Wings of Flesh 16, 50 hit points, a climb speed of 40 feet, and a speed of
5th-level transmutation (fleshwarping) 40 feet. It has immunity to the charmed, exhaustion,
frightened, paralyzed, petrified, and poisoned
  Casting Time: 1 action
conditions, and is immune to any spell or effect that
  Range: Self
would alter its form. This severed hand acts on your
  Components: V, S, M (the plucked wing of a bird)
initiative and has its own action and movement. If the
  Duration: Concentration, up to 1 hour
hand drops to 0 hit points or the spell ends, the hand
  Class: Sorcerer, Wizard
suddenly wilts and fades into dust.
This spell causes you to sprout forth two pairs of fleshy The hand can attempt to bite a creature as an action
wings from your back for the duration of the spell. You on its turn. It makes a melee spell attack against the
gain a flying speed equal to twice your walking speed. creature, adding your spellcasting ability modifier to the
If you cast this spell while wearing armor, the spell attack roll. On a hit, a target takes 5d6 piercing damage
automatically fails unless the armor is made to and is restrained by the hand's mouth and long tongue.
accommodate the two pairs of wings, and clothing not While it has a creature restrained, the hand cannot
made to accommodate your wings might be destroyed attack but it can still move using the fingers of the hand.
when you cast this spell.
As a bonus action, you can have the lower wings
transform into long skewers of sharpened bone, or
return back to its normal form. While you have these
skewers, you can use your action to make two melee
spell attacks with them at a target within 15 feet of you.
On a hit, the target takes 5d8 piercing damage.
Alternatively, you can use your action to fire the
skewers at a target within 60 feet of you. Make a ranged
spell attack. On a hit, the target takes 5d8 piercing
damage. Regardless of whether you hit or miss, a new
set of skewers regrow.

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