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Minor Fleshwarp in Dungeons & Dragons 5e

Homebrew

Minor Fleshwarp

2-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action, Ritual
Range/Area: Touch
Components: V, S, M
Materials: (a silver dagger)
Attack/Save: CON Save
Damage/Effect: Debuff

You attempt to ensorcell a creature with wicked magic, altering their form to a monstrous degree. A targeted creature within range must succeed on a Constitution saving throw or be affected by the spell. Roll once on the table to determine how the creature is transformed, affecting them for 1 hour. If you succeed on a DC 15 Intelligence, Wisdom, or Charisma (Arcana) check, you may choose the effect instead. A creature may also willingly submit to being Fleshwarped, and the caster may also target themselves if they wish. This is a curse, and may be ended early with "Remove Curse", granting them immunity to this spell for 24 hours. A creature cannot be affected by multiple castings of Fleshwarping simultaneously - the latest casting effect overwrites the previous should they overlap.

At Higher Levels. Using a 4th, 6th, or 8th level spell slot increases the time of the curse to 8 hours, 48 hours, or indefinitely, respectively. You also roll one, two, or three extra effects, respectively.

Fleshwarp
d100Effect
01-05The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.
06-10The target's eyes push out of its head at the end of stalks. The target has disadvantage on ability checks that rely on sight.
11-15The target's hands grow claws, which can be used as daggers.
16-20One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.
21-25The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
26-30A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.
31-35The target's ears tear free from its head and scurry away; the target is deafened.
36-40Two of the target's teeth turn into tusks.
41-45The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46-50The target's arms and legs switch places, preventing the target from moving unless it crawls.
51-55The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56-60The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61-65The target grows a whiplike tail, which it can use as a whip.
66-70The target's eyes turn black, and it gains darkvision out to a range of 120 feet.
71-75The target swells, tripling its weight.
76-80The target becomes thin and skeletal, halving its weight.
81-85The target's head doubles in size.
86-90The target's ears become wings, giving it a flying speed of 5 feet.
91-95The target's body becomes unusually brittle, causing the target to have vulnerability to non-magical bludgeoning, piercing, or slashing damage.
96-00The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

At higher levels:

At Higher Levels. Using a 4th, 6th, or 8th level spell slot increases the time of the curse to 8 hours, 48 hours, or indefinitely, respectively. You also roll one, two, or three extra effects, respectively.


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