Fleshworkers are masters of chirurgery, a field of study that represents a combination of medical skills encompassing the encyclopedic diagnosis of ailments, the swift and skillful compounding of medicines tailored for them and the needs of the patient, as well as a deft hand at surgical maneuvers, operations, and equipment. With this knowledge and experience in hand, you are able to repair the physical body like a finely tuned machine. The radical procedures of chirurgery are so extreme that you can even manipulate the mind itself by subtle application of your techniques and alchemical concoctions to the nervous system.

Note: At the GM’s discretion, a warlock may choose this archetype instead of a patron (gaining the 5th level features at 6th level, 11th level feature at 10th level, and 17th level feature at 14th level. A warlock using this archetype gains both the pact of the blade (choosing a weapon that deals slashing damage) and pact of the chain (gaining a Homunculus as their familiar) but does not gain patron spells.


Medicinal Training

Starting at 1st level, you gain proficiency in Medicine and thieves’ tools, and you are able to use Intelligence instead of Wisdom when using Medicine. If you have or gain proficiency in Medicine from another source, your proficiency bonus doubles on Wisdom (Medicine) checks.

In addition, you learn 1 chirurgical procedure.

Novice Fleshcraft

Beginning at 5th level, you learn 1 chirurgical procedure. In addition, you are able to perform chirurgical procedures on yourself, though you do so with disadvantage.

Surgical Precision

At 5th level, you learn how to best strike a living creature with deadly effectiveness, gaining proficiency with martial weapons. In addition, once per turn you can deal an extra 1d8 damage to one living creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases by 1d8 at 11th and 17th level (to a maximum of 3d8).

Deft Hands

At 11th level, you learn 2 chirurgical procedures and gain proficiency in Sleight of Hand. In addition, you are not at disadvantage when performing a chirurgical procedure on yourself and the time it takes you to perform a chirurgical procedure is halved.

Master Fleshworker

At 17th level, you learn all the chirurgical procedures and have advantage on checks made to perform an operation (even when operating on yourself ). The time it takes you to perform a lengthy chirurgical procedure is reduced by a number of hours equal to your Intelligence modifier (minimum 1 hour).

In addition, you finish building a cranial dissectibot. Your cranial dissectibot can be controlled with bonus actions (to attack a target you point to but otherwise as the command spell).

Section 15: Copyright Notice

Mutants and Mad Scientists (5E) © 2018, Legendary Games; Authors: Jason Nelson, Mike Myler, and Clinton J. Boomer.

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