Path of the Fleshwarped

The aberrant creatures that infiltrate reality from distant planes care little for such mundane concepts as bodily integrity. The poor souls they enslave are altered to suit their alien needs, but a few escape. Driven by rage, these fleshwarped warriors seek revenge on their captors, and often the world in general.

Red Right Hand

Starting at 3rd level, you can use an action to extrude or retract a natural melee weapon called an implant. When you enter a rage, the implant automatically manifests.

Your implant does not occupy your hands, and has the Reach tag. If you hit a creature with your implant, it suffers no damage. Instead, it is grappled, forced to drop an item it is holding, or shoved up to 5 feet in a direction of your choice.

On your turn while raging, you can use a bonus action to make an attack with your implant.

This Burgeoning Flesh

Also at 3rd level, you develop mutations which lie dormant in your implant. While you are raging, you can manifest one of these mutations at the start of your turn. All mutations retreat back inside your implant when your rage ends.

Your rage can sustain a number of active mutations equal to its damage bonus. If you try to manifest another beyond this limit, it replaces an existing mutation.

You develop three mutations of your choice at 3rd level, and one more at 6th, 10th, and 14th levels. Each time you gain a new mutation, you can also replace one mutation you have already developed with another.

Those Monstrous Scars

At 6th level, your captor's alterations dig their roots deeper. You gain one of the following benefits, which manifests itself physically as a visible mutation:

Aboleth. You can breathe underwater and gain a swimming speed equal to your walking speed.

Beholder. You gain darkvision out to 60 feet. If you already have darkvision, you increase its range by 60 feet.

Illithid. You can communicate telepathically with any creature you can see within 30 feet, and receive its reply. This method of communication bypasses language.

Neogi. You have a climbing speed equal to your walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Tsochar. You can use your action to change your physical appearance. Your basic body shape and size category must remain the same, and none of your statistics change.

Silthilar. You gain a flight speed of 5 feet, and hover. You cannot fly more than 5 feet from the ground.

These Abominable Organs

Starting at 10th level, your despicable innards crawl forth to defend you. You can use your reaction when you suffer damage to sacrifice any number of manifested mutations, which retreat back inside your body. You do not permanently lose access to these mutations.

You gain temporary hit points based on the number of mutations you sacrifice: one (5), two (10), three (20), four (30).

You lose these temporary hit points when your rage ends.

That Dreadful Spasm

Beginning at 14th level, when you enter rage you immediately manifest two mutations of your choice.

If you take the Attack action while raging, you can instead make a single attack with your implant against every creature within reach, with a separate attack roll for each target.

Art Credit: Matsuda

Implant Mutations