Coriumancer (5e Subclass)

Coriumancer

Artificer Subclass

When the battle’s over, the average party leaves the most valuable loot behind. The Coriumancer recognizes the innate power of flesh, and utilizes their skill to empower their party with the abilities of their defeated foes. The Coriumancer’s expertise allows them to moonlight as a healer as well.

Innate Coriumancer Spells

You gain innate spells at the Artificer levels listed:

Artificer LevelSpells
3rdcure wounds, false life
5thaid, gentle repose
9thmass healing word, revivify
13thdeath ward, life transference
17thgreater restoration, mass cure wounds

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Surgeon’s Supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flesh Fetish

When you reach 3rd level, your focus in the art of coriumancy has resulted in the devolution of your skills in other areas. Besides the innate prepared spells of the subclass, you can no longer prepare Artificer spells normally. Instead, you may prepare only spells for which you have a coriumancy catalyst in your possession.

Bodysnatcher

Beginning at 3rd level, you acquire the ability to create a basic coriumancy catalyst, a non-magical item derived from a fresh corpse or living body. You must have appropriate tools and proficiency to harvest the specimen. The creature of origin must be of the same or lower level as you, unless said creature was defeated by the player's party, and the catalyst must be properly extracted from the creature. Basic catalysts have a decay rate, with items made from flesh and blood becoming invalid faster than those of horn or carapace. You may analyze an existing specimen you encounter, to determine whether it may function as a basic catalyst.

Starting at 3rd level, you may prepare any spells during a long or short rest for which you have a basic catalyst in your possession. When a spell associated with a basic catalyst is cast, one specimen of that catalyst in the caster’s possession is permanently consumed. A spell cannot be cast if it would consume a basic catalyst that the caster doesn't have in their possession, for whatever reason.

Basic Catalyst

Basic coriumancy catalysts acquire an associated spell when created, which correspond to the part of the body extracted as well as the magical and/or skill-based abilities of the origin creature. The associated spell will always be a status inflicting buff or debuff spell, with a duration in minutes equal to the Coriumancer’s Artificer level × the spell slot level consumed. The caster must maintain concentration for the duration of the spell's effect, or the effect is cancelled. Range is average, casting time is nearly instant, the effect may take a few seconds to change the target's body and has a chance to break the target's concentration, and the target must be willing.

For example, a lion’s eyes would grant a Feline Vision status, which gives the target Darkvision and Red-Green Colorblindness, while a lion’s claws would grant a Retractable Claws status, which gives the target additional Slashing damage during a melee attack if they so choose. These statuses cannot stack, and can override existing capabilities (replace claw type, etc). Starting at 3rd level, you may prepare any spells during a long rest for which you have a basic catalyst in your possession. When a spell associated with a basic catalyst is cast, one specimen of that catalyst in the caster’s possession is permanently consumed.

Taxidermist

Beginning at 5th level, you acquire the ability to create a preserved coriumancy catalyst, a magical item made from a basic coriumancy catalyst that has not yet decayed. You must have appropriate tools and proficiency to preserve the basic catalyst, but the method can vary, and may include crystallization, drying, embalming, encasement in glass, petrification, plastination, smoking, tanning, etc. Improper storage of a preserved catalyst, such as embalming a hand and keeping it in your backpack without protecting it from bludgeoning damage, may result in its dysfunction. You may analyze an existing trinket or other item you encounter, to determine whether it may function as a preserved catalyst.

Starting at 5th level, during a long rest, you may attune any number of preserved catalysts in your possession (while abiding by your limit to number of attuned magical items). You may cast spells associated with a currently attuned preserved catalyst without consuming a spell slot, with duration calculated as if the slot were level 1. Spells cast with an attuned preserved catalyst do not require the user's concentration. You may cast spells associated with a currently unattuned preserved catalyst as spells, but you must still use a spell slot and they still require concentration. When a spell associated with a preserved catalyst is cast (attuned or unattuned), the catalyst is not consumed.

Preserved Catalyst

Preserved coriumancy catalysts behave largely like basic catalysts, however they are considered magic items and can be attuned.

Trophy Hunter

At 9th level, the targets of your catalyst-based casts no longer need to be willing.

Corpse Eater

At 15th level, you may use a fresh corpse that you are touching as a catalyst, and cast a single spell of a spell level of your choice which grants every status harvestable from the corpse. The spell may target as many creatures within range as you like, but no catalysts may be made from the corpse afterward.

Lend a Hand

At 18th level, you do not gain the ability to store spells with objects like other Artificers, since to an extent Coriumancers already do this. Instead, whenever you finish a long rest, you can touch one preserved catalyst and make its spell accessible to other creatures at 2nd-level. While holding the modified catalyst, a creature can take an action to produce the spell's effect from it using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Catalyst Spell Examples

Notes

Coriumancy catalysts can only be taken or made from living, organic beings that leave behind corpses (or at least body parts). As a result, enemies such as undead, automata, and specters cannot yield coriumancy catalysts.

If a DM is concerned that certain effects (especially spells) would be too powerful for the party to acquire, those body parts can become too damaged in battle to be utilized as a catalyst, or the number of samples possible can be limited by time, carrying space or skill.

The effects of spells cast utilizing coriumancy catalysts fit into four categories, and a specific catalyst may yield multiple effects and categories of effects:

  • Passive - The target gains a passive effect, such as increase resistance to fire damage or the ability to breathe water; some body parts may also yield proficiencies, if the source was skilled enough
  • Attack - The target gains the innate ability to use a new melee attack, such as teeth to use Bite or claws for a version of Claw that can also inflict poisoning
  • Cantrip - The target gains an innate ability to use a cantrip, such as the Gith's ability to use an invisible Mage Hand, which is meant to simulate psychokinesis
  • Spell - The target gains the ability to cast a spell without using a spell slot, such as the harpy's Luring Song (but the spell can only be case once by the target, even if the duration of the coriumancer spell lasts longer)

Bugbear

Body PartEffectEffect TypeEffect Description
ArmsLong-LimbedPassiveWhen you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Powerful BuildPassiveYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
EyesDarkvision (60)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.

Cambion

Body PartEffectEffect TypeEffect Description
EyesDarkvision (60)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Fiendish CharmSpellOne humanoid the cambion can see within 30 feet of it must succeed on a DC: 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.
FleshCambion ResistancePassiveDamage Resistance Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Fiendish BlessingPassiveThe AC of the cambion includes its Charisma bonus.
WingsFlight (60)PassiveFlying speed of 60 feet.

Dragon Turtle

Body PartEffectEffect TypeEffect Description
ClawsClawAttackMelee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
EyesDarkvision (120)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
FleshDragon Turtle ResistancePassiveDamage Resistance Fire
Swim (40)PassiveSwimming speed of 40 feet.
LungsAmphibiousPassiveThe dragon turtle can breathe air and water.
Steam BreathSpellThe dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC: 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
ShellShell ArmorPassiveBase armor class of 20, except when prone.
TeethBiteAttackMelee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Giant Spider

Body PartEffectEffect TypeEffect Description
CarapaceCarapace Armor (14)PassiveBase armor class of 14.
EyesDarkvision (60)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
LegsBlindsight (10)PassiveBlindsight of 10 feet.
Climb (30)PassiveClimbing speed of 30 feet.
Spider ClimbPassiveThe spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web SensePassiveWhile in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web WalkerPassiveThe spider ignores movement restrictions caused by webbing.
SpinneretWebSpellRanged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC: 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
TeethBiteAttackMelee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC: 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Intellect Devourer

Body PartEffectEffect TypeEffect Description
BrainBlindsight (60)PassiveBlindsight of 60 feet.
Detect SentiencePassiveThe intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Devour IntellectSpellThe intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC: 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
Telepathy (60)PassiveYou can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Magma Mephit

Body PartEffectEffect TypeEffect Description
EyesDarkvision (60)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
FleshDeath BurstPassiveWhen the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
False AppearancePassiveWhile the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
Magma Mephit ImmunitiesPassiveDamage Immunity: Fire, Poison; Condition Immunity: Poisoned
LungsFire BreathSpellThe mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC: 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
WingsFlight (30)PassiveFlying speed of 30 feet.

Owlbear

Body PartEffectEffect TypeEffect Description
BeakBeakAttackMelee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Keen SmellPassiveThe owlbear has advantage on Wisdom (Perception) checks that rely on smell.
ClawsClawAttackMelee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
EyesColorblindness*PassiveFull colorblindness in standard light.
Darkvision (60)PassiveA monster with Darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in Darkness as if it were dim light. The monster can’t discern color in Darkness, only Shades of Gray.
Keen SightPassiveThe owlbear has advantage on Wisdom (Perception) checks that rely on sight.
FleshHide Armor (13)PassiveBase armor class of 13.
LegsWalk (40, 4L)PassiveFour-legged walking speed of 40 feet.
  • Not every effect has to be exactly true to 5e; owls are colorblind in real life, so a negative effect of using an owlbear's eyes would be colorblindness in all light, not just while using darkvision

Humanoid

Body PartEffectEffect TypeEffect Description
ArmsWeapon ProficiencyPassiveAny weapon (or shield) proficiencies of the individual humanoid source
HandsSleight of Hand ProficiencyPassiveSleight of Hand proficiency, if had by the individual humanoid source
Tool ProficiencyPassiveAny tool proficiencies of the individual humanoid source
LegsAcrobatics ProficiencyPassiveAcrobatics proficiency, if had by the individual humanoid source
Athletics ProficiencyPassiveAthletics proficiency, if had by the individual humanoid source
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