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 manifest or retract a special natural melee weapon called an implant. When you enter a rage, the implant automatically manifests, and while it is manifested you have disadvantage on all Charisma checks that do not use Intimidation.

The implant has the Reach tag, and does not occupy your hands. If you hit a creature with your implant, it causes no damage. Instead, they are knocked prone, shoved 5 feet in a direction of your choice, or grappled. This has no effect on a creature more than one size larger than you.

On your turn, 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 two 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, but cannot fly more than 5 feet from the ground.

These Abominable Organs

Starting at 10th level, your despicable innards crawl forth to guard damaged flesh. If you suffer damage while raging, you can use a reaction to gain temporary hit points equal to your Constitution modifier, plus twice the number of mutations you currently have manifested.

You gain these temporary hit points after applying the initial damage, and lose them when your rage ends.

That Dreadful Spasm

Beginning at 14th level, you immediately manifest two mutations of your choice when you enter a rage. If you take the Attack action while raging, you can instead make a single attack with your implant against every creature within reach.

Implant Mutations

  • Armoured Appendage. You gain a +2 bonus to your Unarmoured Defense AC.
  • Barbed Tendril. Your implant gains the Finesse tag. It can inflict 1d4 piercing damage instead of its usual effects, but does not add your Ability modifier to its damage.
  • Bone Blade. Your implant can inflict 1d8 slashing damage instead of its usual effects, but does not add your Ability modifier to its damage or stack with Barbed Tendril.
  • Constricting Tentacle. You can use your action to attack a creature you are already grappling with your implant. If you hit, they are restrained until the grapple ends.
  • Delicate Grip. You can use a bonus action to draw a weapon, take the Use an Object action, or otherwise interact with an object within reach of your implant.
  • Extendible Limb. Your implant’s reach increases by 5 feet.
  • Fibrous Lash. If a creature within reach of your implant hits you with an attack, you can use your reaction to attack that creature with your implant.
  • Hauling Claw. Your speed is not halved while dragging a creature you have grappled with your implant.
  • Oily Extrusion. You can use a bonus action to remove the grappled condition from yourself.
  • Probing Feeler. You have blindsight out to 5 feet.
  • Quick Scuttler. Your walking speed increases by 10 feet.
  • Snatching Claw. Your implant can force a creature you hit to drop one object it is holding, instead of its usual effects.
  • Tail Anchor. You cannot be knocked prone, shoved, or otherwise pushed against your will.
  • Venomous Stinger. Your implant can sting a creature, instead of the usual effects. The target must make a Constitution save (DC 8 + your proficiency bonus + your Rage damage bonus) or be poisoned until the end of its next turn.
  • Writhing Arm. Your implant’s attacks ignore half and three-quarters cover.