Ritual Grafting
Additional grafting school: Fall Warpgrafter
Sometime during the last century, the infamous Order of the Fall developed the technique necessary to graft pieces of flesh from dwellers of the Far Realms. Whether it is a shred of flesh gifted by an Elder God or an eye harvested from a freshly slain beholder, they became able to add it to humanoids. This quickly became known by those who fought against them, as they were attacked by anti-magic rays shot by elves, their brains eaten by dwarves and their minds broken by chanting humans. Having discovered those secrets through prisoners, these new techniques sparked heavy debates between those ready to fight fire with fire and those who the thought of incorporating what they hated into themselves had shivering. Nearly all long-lived species, such as the dragons and the elves rebutted the idea, while short-lived species such as the halflings and the gnomes, led by the humans, wished to give it a go. In the end, a consensus was reached as the older members couldn't hold back those who had never lived before the Warpgrafters' appearance: a delegation of strong-willed, psychically resistant volunteers would test the technique to see whether or not it was safe.We had to let them do it, even if only to prove to future generations that it was an error. But honestly, I'm still surprised that even the goblins survived!While most grafts made by the eldritch-worshipping sects are taken from willing(or unaware) donors, the only donors willing to give to the eldritch-abhorrent orders, and susceptible to be accepted, were the flumphs. Eldritch grafts follow the same general rules for grafts described in the document. Adding an Eldritch graft requires access to the Fallen Warpgrafter feat:
Fallen Warpgrafter
Caster level 5, proficiency in Arcana, being part of a group with the knowledge of the technique or having access to a teacher.
You can grow and graft the tissue and body parts of aberrant creatures onto others, granting the recipients of your grafts new, potent abilities.
Benefit. You can create and attach any eldritch graft whose prerequisites you meet. In addition, you know what tissue you can harvest from any abomination you see and know, and have an idea as to what the resulting grafts may bring.
A character with at least two eldritch grafts gains advantage on saves against psychic attacks or charming. A character with three grafts gains resistance against psychic and charm damage. Once the character receives their fourth graft, they become immune to psychic attacks and charming altogether, and there are no further bonuses for the fifth graft aside from what abilities the fifth graft gives on its own.
Third Eye
Graft Location. Back/Spine.
Description. A purple stalk surges from your back, fused to your back or spine. While the eye helps with perception and situational awareness, it also brings some of the paranoïa of its former The colour of the iris depends on the power it wields.
Activation. The perception boost is an always active passive ability. The magic beam is activated through will alone, functioning like a normal limb and has 3 charges. A short rest recharges 1d2-1 charges, while a long rest recharges all 3 charges.
Effect. The eye's magical properties originate in its retina, meaning that it can fire the magical beam it did as a part of a beholder. The DC is equal to 10 + your Constitution modifier. The beam is affected by anti-magic.
It also gives the choice between awareness during sleep (in exchange for needing to sleep on your side or face-down) and adding your proficiency bonus to Perception, Investigation and Insight checks based on sight(in addition to any proficiency or expertise). This choice is made during the graft, as the grafter meddles with your nerves.
Construction. Requires Fall Warpgrafter, 3'700 gp, and 9 days.
Graft Donor. The retina of a beholder's eyestalk.
Graft Sacrifice. -1 hp, -1 Wisdom, subtract your proficiency bonus on checks to maintain your sanity.
Price. 8'000 gp.
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