{"name":"College of Fleshweaving","introduction":"[p]If leather is a material, then why not skin itself? Students of the College of Fleshweaving make works of art out of weeping wounds, transform disfigurement into displays of transcendent beauty, and mould flesh into innovative adaptations inspired by the flora and fauna around them. A fleshweaver bard down on their luck might find employment as a battlefield surgeon, while the epitome of a fleshweaver\u2019s career is to be the chief facemaker to royalty, altering their visage and physiology through biomantic rituals and deft needlework.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","class_features":"[h3|154354e0-0c1b-4a24-bd5d-a176c7f48eab][b]Level 3: Malleable Visage[\/b][\/h3]\r\n[p]Years spent mending, shaping, and adapting flesh have given you a preternatural ability to modify your own body. You are proficient with surgeon\u2019s tools, which you can use as a spellcasting focus, and you know the [i]Alter Self[\/i] spell, which counts as a bard spell for you, but it doesn\u2019t count against the number of bard spells you know. Over the course of 1 minute, you can cast the spell without expending a spell slot, choosing only the Change Appearance option. When you cast the spell in this way, it doesn\u2019t require Concentration. [\/p]\r\n[p]In addition, over the course of 10 minutes, you can use your surgeon\u2019s tools to change the appearance of a willing creature. It magically gains the benefits of the Change Appearance effect of the alter self spell, which lasts until it finishes a Long Rest. After you use your surgeon\u2019s tools in this way, you can\u2019t do so again until you finish a Long Rest.[\/p]\r\n[h3|79b41170-52ac-4082-b4e5-c07022bd85e5][b]Level 3: Suturer[\/b][\/h3]\r\n[p]You know the [i]Spiritual Weapon[\/i] spell, which is a bard spell for you, but doesn\u2019t count against the number of spells you know. You can cast this spell once without expending a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. When you cast it as a Bard spell, the weapon takes the form of a giant needle and thread, and deals Piercing damage instead of Force damage. [\/p]\r\n[p]You also learn different ways to use this [i]Spiritual Weapon[\/i]. You gain the Suture benefit below, and you gain an additional benefit below when you reach level 5 and 10 in this class.[\/p]\r\n[p][b]Suture.[\/b] As a Bonus Action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and grant Temporary Hit Points equal to one roll of your Bardic Inspiration die to one creature within 5 feet of the weapon. If the creature has 0 Hit Points, you can Stabilize it, instead [\/p]\r\n[p][b]Unspool (Level 5).[\/b] As a Magic Action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and force one creature within 5 feet of the weapon to make a Strength saving throw against your Bard spell save DC. On a failure, magical threads wrap around the creature, which is Restrained for 1 minute. The target can use its action to repeat the saving throw, ending the effect on a success. [\/p]\r\n[p][b]Acupuncture (Level 10).[\/b] As a Magic action, you can expend one use of your Bardic Inspiration to move the weapon up to 20 feet and make a melee spell attack against one creature within 5 feet of it. On a hit, the creature takes Piercing damage equal to one roll of your Bardic Inspiration die plus your Charisma modifier, and must make a Constitution saving throw against your Bard spell save DC. On a failure, the creature is Paralyzed until the end of its next turn.[\/p]\r\n[h3|58b9f935-a334-4161-bd9f-8abc7fbd53c1][b]Level 6: Ritual Reskin[\/b][\/h3]\r\n[p]Over the course of 10 minutes, you can perform a surgical ritual on creatures that you can see within 60 feet of you (including yourself), up to a number equal to your Charisma modifier (minimum of one creature). The creatures gain one of the following adaptations for the next hour. You choose one adaptation to affect all creatures:[\/p]\r\n[p][b]Bull\u2019s Buns.[\/b] The target has Advantage on Strength checks, and counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.[\/p]\r\n[p][b]Cactus Skin.[\/b] The target is covered in razor-sharp spikes. At the end of each of the target\u2019s turns, each creature Grappling it must make a Constitution saving throw against your bard spell save DC. On a failure, a creature takes Piercing damage equal to your Bardic Inspiration die and releases the target from its Grapple. On a success, a creature takes half as much damage and doesn\u2019t have to release the target [\/p]\r\n[p][b]Cat\u2019s Paws.[\/b] The target has Advantage on Dexterity checks. It also doesn\u2019t take damage from falling 20 feet or less if it isn\u2019t Incapacitated [\/p]\r\n[p][b]Fish Form.[\/b] The target can breathe underwater and gains a Swim Speed equal to its Speed [\/p]\r\n[p][b]Owl\u2019s Sight.[\/b] The target has Advantage on Wisdom checks and initiative rolls [\/p]\r\n[p][b]Rhino\u2019s Hide.[\/b] The target has Advantage on Constitution checks and gains Temporary Hit Points equal to one roll of your Bardic Inspiration die plus your Charisma modifier (minimum 1), which are lost when the effect ends. [\/p]\r\n[p]After you use this feature, you can\u2019t do so again until you finish a Long Rest, unless you expend a spell slot of level 3+ to use this feature again.[\/p]\r\n[h3|60288b01-3942-4a38-be7f-45236753c3ea][b]Level 14: Soulsew[\/b][\/h3]\r\n[p]When a creature uses one of your Bardic Inspiration dice, or fails a saving throw against your Suturer feature\u2019s Unspool or Acupuncture effects, it becomes \u2018soulsewn\u2019 to you for 1 minute. While soulsewn, an ethereal thread connects you to this creature via a straight line that only you and creatures with truesight can see. This thread breaks if the creature is ever more than 100 feet away from you. [\/p]\r\n[p][b]Spool.[\/b] You can use a Bonus Action to teleport to the nearest unoccupied space of a soulsewn creature of your choice, or attempt to switch places with a soulsewn creature. If the creature is unwilling to switch places, you must succeed on a contested Charisma check against the creature. On a success, or if the creature is willing, you and the target teleport, switching places with one another. If there is not enough space for either of you to switch places, you automatically lose the contest. [\/p]\r\n[p]You can teleport using this feature a number of times equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a Long Rest.[\/p]\r\n[p][\/p]\r\n","mainclass":"","imageid":"","source":"","vintage":"0","tags":"","templateId":"17269","blockId":"1585449","world":"cb1e141b-2ce4-4937-ba17-221275cf99f5","folder":"41046","isShared":"on"}