THE FLESH DOMAIN
Worship a mass of flesh and bones
Art belongs to Wizards of the Coast
Flesh Domain Channel Divinity: Wound
Ages ago, in a storm of madness, flesh fell from the sky, Sculptor
flesh with mind, flesh without soul. These amorphous You can use your channel divinity to close or tear
masses of flesh, deformed and maddened, joined hideous wounds
together to become a deity of bone and crimson tissue. As an action, a creature within 30 feet must succeed on
This god, the origin of all that is living, is the crazed a Constitution saving throw (The creature can choose to
reality at the end of the path of life, a mass of seething fail) or be subjected to one of the following effects:
eyes, teeth and appendages that assimilate and devour
all life Close Wound. The creature recovers hit points equal
At each indicated cleric level, you add the listed spells to to the last instance of damage it took. However, a
your spells prepared. hideous scar is left behind thus reducing the
creature’s Charisma score by 2 until the next long
Flesh Domain Spells rest
Cleric Level Spells Open Wound. The creature takes necrotic damage
1st Cure Wounds, Inflict Wounds equal to the last instance of damage it took. This
3rd Alter Self, Ray of Enfeeblement damage cannot be reduced in any way
5th Revivify, Vampiric Touch
7th Polymorph, Psychic Lance Flesh Given Mind
9th Raise Dead, Reincarnate
Starting at 6th level, you become able to stitch flesh
Immutable Flesh together and animate it at will. During a long rest, you
can graft corpses together to create a Flesh Golem. The
When you choose this domain at 1st level, you become golem is your ally and obeys your orders.
immune to effects that would forcibly alter your form or During a short rest, you can use your flesh sculpting to
change your creature type. Additionally, if you die, your heal the golem, making it recover 3d8 hit points.
body never rots and you cannot be made into an undead You cannot animate more than one Flesh Golem this
Sculptor of Flesh way at the same time, and if you do, the previous one
dies.
Additionally at 1st level, you become able to sculpt your Mushy Strike
own flesh as well as the ones of others. During a short
or long rest, you can use this feature to permanently When you reach 8th level, your strikes rend and deform
modify the face of any willing creature, changing every the flesh of your enemies. Your melee strikes deal 1d8
facial detail you desire. additional necrotic damage.
At the end of the rest, you can also cause a deformity on Flesh Given Soul
the creature you sculpted. The creature gains one of the
following deformities: Starting at 14th level the attacks of your Flesh Golem
Iron Skin. The creature’s skin becomes smooth and
deal an additional 2d8 necrotic damage.
hard as iron, gaining a +2 bonus to its AC Additionally you can use an action to transfer your
Hideous Claws. The creature grows claws, gaining
wounds to the golem. You recover 4d10 hit points, and
an unarmed attack that deals 1d8 slashing damage your golem takes necrotic damage equal to the same
and has the Finesse property amount.
Conspicuous Eyes. The creature gains additional Flesh Warp
eyes in various parts of the body, thus gaining
advantage in perception and insight checks When you reach 17th level, you learn to warp the flesh
Extra Appendage. The creature gains an additional of others to destroy their body. As an action, you warp
arm with a hand that can hold any object that weighs the body of a creature within 60 feet of you. The
no more than 2 lbs. creature must succeed on a Constitution saving throw
Elk Legs. The legs of the creature become elongated against your spell DC or have their body destroyed.
and hooved, giving them a +10 bonus to its walking If the creature had 75 hit points or less, it dies.
speed Otherwise, it survives but has its body irreparably
A creature cannot have more than one deformity at the deformed, granting it disadvantage in attack rolls and
same time, and the sculpting is extremely painful, ability checks
dealing 1d10 necrotic damage to the creature.