Fleshsmith Additional Upgrades

Acid Gland

Prerequisite: 5th level Artificer

Realizing that putting something that oozes acid inside yourself could not possible go wrong, you do just that. You gain a pool of d4s equal to your Constitution modifier. As a bonus action, you can expend an amount of these d4s, adding them to the next damage roll you make with a natural weapon before the end of your turn. The pool of d4s recharge at the end of a short or long rest.

Additionally, you learn the acid spray cantrip. When casting it using this upgrade, it does not require verbal or somatic components and you can use your Constitution as your spell casting modifier for it instead of your Intelligence modifier. You can expend the d4s granted by Acid Gland on the damage roll of acid spray, following the same restrictions as natural weapons.

Amalgamated Form

Prerequisite: 9th level Artificer

You modify yourself to gain a racial ability of another race. This can be used to gain one physical trait of a playable race, both in form and function. For example, adding the lower body of centaur may give you their movement, hooves, and poor climbing ability.

This can include physiology and physical traits, including natural weapons, movement speed, physical senses, or special properties relating to physical features. Select a trait from the following table:

Race / Part Features Gained Centaur Lower Body Gain 40 ft. speed, Hooves and Equine Build Minotaur Horns Gain Horns, Goring Rush, Hammering Horns Tortle Shell Natural Armor, Shell Defense

Adaptive Response

Prerequisite: 15th level Artificer

You attain full mastery of your body and its functionality, able to detect when it malfunctions. As a reaction to failing a saving throw against becoming paralyzed, blinded, deafened, poisoned or infected by a disease as the result of failing a constitution saving throw, you can end the effect, even if you would normally not be able to take reactions due to the effect..

Once you do this, you cannot do this again until you complete a short or long rest.

Brimstone Bladder

Prerequisite: 5th level Artificer

Why should dragons have all the fun? You can now exhale fire. You gain a pool of d12s equal to your Artificer level. As an action, you can exhale a cone of fire, expending d12s from this pool equal to your Proficiency modifier. Creatures in a 30 foot cone make a Dexterity saving throw, taking Fire damage equal to the d12s expended on a failure, and half as much damage on a successful saving throw.

You gain resistance to fire damage.

Devouring Maw

Prerequisite: 9th level Artificer

Due to the inefficiency of having only one intake port, you build an additional one, properly equipped with razor sharp fangs and a special property. This maw becomes a natural weapon that deals 1d10 piecing damage.

If you hit with an attack with this maw, you can chose to make a Grapple check against the target as a bonus action. Targets grappled by this maw take 1d4 piercing and 1d4 acid damage at the start of their turn.

Attacks with this Maw are made with advantage against targets it is Grappling, but it cannot attack other creatures while grappling a creature.

You can take apply a Fleshcrafted Enhancement to this Maw instead of Extra Fangs when taking that upgrades; this Maw can have a different upgrade than your Extra Fangs if you have both.

Soul Eater

Prerequisite: Extra Fangs or Devouring Maw

When you kill a creature with a CR of 1/4 or higher with your Extra Fangs or Devouring Maw, it consumes part of the soul of the creature, nourishing you with its essence. You regain an expanded spell slot equal to half the creatures CR (minimum first level spell slot).

Once you've benefited from this nourishment, you must take a short or long rest before you can benefit from it again. If you have no spell slots remaining, you can benefit from this nourishment again even without resting.

Extra Quills

Do you know what monsters never eat? Hedgehogs. You become more like a hedgehog. When you are attacked by a melee attack or are the target of a grapple attempt, you can use your reaction to deal 1d6 piercing damage to the attacking creature. You can do this a number of times equal to your Constitution modifier, and regrow all expended quills (regaining all uses of the ability) after you complete a long rest.

Alternatively, you as sometimes the best defense is a good offense, you can expend a use of quills as a ranged weapon attack with a range of 20/60, dealing 1d8 piercing damage on hit.

Dogmatic Persistence

Your idealogical conviction in your Thesis is such that you gain an additional 2 uses of it (for Perfection of Form) or an addition two d8s (for Perfection of Mind).

Prehensile Feet

You tinker with your appendages, improving their flexibility and configuration. You gain a climbing speed equal to your walking speed. If you are prone or otherwise supported without your feet, your foot can count as a free hand for the purposes of grappling.