Graftworking
Graft
6th-level Necromancy Casting Time: 1 hour
Range: Touch
Components: V, S, M (a potion of healing and 1,000 gp worth of jade dust)
Duration: Instantaneous
Classes: Cleric, Druid, Warlock, Wizard
You can graft the limb of one creature to the stump of another. The limb can’t be from a creature more than one size category larger or smaller than you. It must also be the same sort of limb—you can’t graft a leg to the stump of an arm. Regardless of the Strength score of the original creature, you use your own Strength with the arm.
The appendage retains its original AC and keeps any physical attacks it originally had (such as claws). It doesn’t retain any of the original creature’s magical abilities, magic resistance, or any other supernatural abilities native to that creature.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can graft a different aspect or part of a creature such as those from External, Head, or Internal parts.
When you cast this spell using a spell slot of 8th level or higher, the appendage retains any of the original creature's magical abilities, magic resistance, or any other abilities native to that creature's body part.
Through the graft spell, beasts and brethren have changed, literally. Adopting the fearsome claws of a monstrosity or the scorching breath of a dragon is an unusual but surefire way to gain an advantage over one’s foes. However, many find the practice of Graftworking—which involves surgically attaching monstrous parts onto a humanoid body—distasteful, if not outright revolting. This fringe science, obsessed with the appendages and organs of monsters, can replace the limbs of amputees, grant delvers the uncanny ability to see in the dark, and empower them with unconventional weapons and senses.
Harvesting a Graft. Grafts are harvested from the fresh corpses of monsters, slain within the last 48 hours or preserved by gentle repose or a similar spell. Harvesting a graft from a corpse takes 10 minutes. Only one graft can be harvested from each corpse. If the graft is too large or too small for the target creature, it is alchemically enlarged or reduced to fit. You can’t harvest grafts from Tiny creatures or from Gargantuan creatures.
Different types of monstrous grafts can only be harvested from monsters with specific properties, as specified in the graft’s Donor section.
Attaching a Graft. Attaching a graft for the first time is a laborious surgical procedure, normally removing an original body part. This procedure takes one hour and requires a healer’s kit, alchemist’s supplies, and a knife (or a facility with access to such tools), as well as someone with proficiencies in these tools or with the Medicine skill to perform the operation, and lastly, access to the graft spell. A monstrous graft is permanent until replaced with another graft.
This surgery is intensive and necessitates recovery time. When you finish installing a monstrous graft into your body, you lose half your current hit points and all of your Hit Dice. For 24 hours after installation, you can’t use the graft’s abilities, as you adjust to its presence. Replacing a graft or adding a new graft in its body slot takes only 30 minutes. You still lose half your hit points when replacing a graft, but you don’t lose Hit Dice.
Body Slots. Each graft takes up one of the following slots: Arms, External, Head, Internal, or Legs. You can’t have more than one graft in the same slot. For instance, if you already have an arm graft, you must remove it before you can attach a different arm graft.
Cost. Not all grafts can be easily obtained, but when grafts can be purchased, the regulated prices are shown on the Graft Cost table below. Most of these can be acquired at even cheaper rates if one is willing to track down a disreputable establishment specializing in dealing grafts and accept the risks inherent to an unsanitary operation.
Graft Cost
Amphibious Adaption 400 gp
Arcane Synapses 1,000 gp
Beast’s Hide 250 gp
Bestial Weapons 200 gp
Charging Hooves 350 gp
Climbing Apparatus 1,250 gp
Darkvision 300 gp
Doppel-Blooded 1,000 gp
Draconis Fundamentum 1,000 gp
Dragon’s Hide 2,250 gp
Energetic Suture 500 gp
Fiend’s Hide 1,500 gp
Heart of Steel 2,250 gp
Horns 350 gp
Indiscernible Anatomy 1,250 gp
Leaping Legs 400 gp
Olfactory Implants 200 gp
Oversized Arms 1,500 gp
Prehensile Tail 350 gp
Regenerating Marrow 500 gp
Replacement 400 gp
Stench 400 gp
Tentacles 500 gp
Venom Sac 350 gp
Voice Box 150 gp
Webspinner Apparatus 500 gp
Grafts
The following monstrous grafts are listed alphabetically. AMPHIBIOUS ADAPTATION
Donor: Any creature with the Amphibious traitSlot: HeadYou have grafted the gills of an aquatic creature to your neck, allowing you to breathe both air and water. Additionally, you attach minimal fins and gain a swimming speed equal to your walking speed.
ARCANE SYNAPSES
Donor: Any creature with the Spellcasting or Innate Spellcasting traitSlot: HeadYou have stolen a bit of arcane potential from a creature by inserting some of its nerves into your brain. You learn one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for this cantrip.
By harvesting a second creature, you can improve this graft and learn an additional wizard cantrip of your choice.
BEAST'S HIDE
Donor: Beast of Large size or larger Slot: ExternalYou have transplanted the thick (and possibly furry) hide from a wild Beast onto your body. When you aren't wearing armor, your base AC is 13 + your Dexterity modifier. You can use your Beast’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Beast’s Hide.
BESTIAL WEAPONS
Donor: Beast, Dragon, or Monstrosity with Bite or Claw attack Slot: Arms or Head You have surgically implanted either the teeth or claws from a monster into yourself, which are natural weapons that you can use to make unarmed strikes. By harvesting a second creature, you can improve this graft to gain both the claws and teeth.
You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your teeth or claws. If you hit with them, you deal damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the bludgeoning damage normal for an unarmed strike. Your claws deal slashing damage and take up the Arms slot, whereas your teeth deal piercing damage and take up the Head slot.
CHARGING HOOVES
Donor: Any creature with a Charge trait or a Gore or Hooves attack Slot: Legs You have replaced your legs with those of a creature known for running down its foes. Once on each of your turns, when you move at least 15 feet in a straight line, you can move up to 10 additional feet in that direction without spending additional movement.
CLIMBING APPARATUS
Donor: Beast, Humanoid, or Monstrosity with a climbing speed Slot: Legs You have replaced or complemented your limbs with those of a climbing creature. You gain a climbing speed equal to your walking speed.
DARKVISION
Donor: Any creature with darkvision Slot: Head You have replaced your own eyes with those of a monster with keen nightvision. You gain darkvision, the ability to see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
DOPPEL-BLOODED
Donor: Any creature with the shapechanger tag Slot: Internal You transform your appearance for up to 1 hour. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this ability to become quadrupedal, for instance.
Once you use this ability, you can’t use it again until you finish a long rest.
DRACONIS FUNDAMENTUM
Donor: Dragon, Humanoid, or Monstrosity with a Breath Weapon Slot: Internal You have installed the mighty source of breath weapons into yourself, and as an action on your turn, you can exhale a wave of energy. Each creature in a 15-foot cone must make a Dexterity saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d6 damage for each point of your proficiency bonus, or half as much damage on a successful one. The breath weapon’s damage type is the same as the donor’s breath weapon.
Once you use this ability, you can’t use it again until you finish a short or long rest.
DRAGON'S HIDE
Donor: Dragon of Large size or larger Slot: External You’ve transplanted the scaly, diamond-like hide of a Dragon onto your body. While you aren’t wearing armor, this natural armor provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
You also gain resistance to one of the following damage types to which the donor dragon was immune: acid, cold, fire, lightning, or poison damage. You can only install this graft if you are proficient with heavy armor.
ENERGETIC SUTURE
Donor: Celestial, Dragon, Elemental, Fey, or Fiend with immunity or resistance to acid, cold, fire, lightning, poison, or thunder damage Slot: External You have managed to capture the essence of extraplanar resistance to magic. You gain resistance to one of the following damage types to which the donor was immune or resistant: acid, cold, fire, lightning, poison, or thunder.
FIEND'S HIDE
Donor: Fiend of Medium size or larger Slot: External When you aren't wearing armor, your base AC is 15 + your Dexterity modifier (maximum 2). You can use your Fiend’s Hide to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your Fiend’s Hide.
HEART OF STEEL
Donor: Any Construct Slot: Internal You have replaced your heart with the core from a Construct. As a result, you can ignore the effects of 1 level of exhaustion, and you can finish a long rest in 4 hours.
HORNS
Donor: Any creature with a Gore, Horns, Ram, or Tusk attack Slot: Head You attach a sturdy pair of horns or tusks onto your body, which are a natural weapon that you can use to make unarmed strikes. If you hit with them, you deal damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your horns deal the same type of damage as the donor (usually bludgeoning or piercing damage).
Additionally, if you move in a straight line for 10 feet immediately before hitting a creature with your horns, that creature must make a Strength check contested by your Strength check. If you succeed, the creature is knocked prone.
INDISCERNIBLE ANATOMY
Donor: Aberration of Medium size or larger Slot: Internal You have spliced aberrant genetics into your body, which have subsequently altered the placement and composition of your internal organs. Any critical hit against you becomes a normal hit.
LEAPING LEGS
Donor: Any creature with the Pounce or Standing Leap trait Slot: Legs You have replaced or modified your legs with the muscular limbs of a bounding creature. Your jump distance doubles. Additionally, you can jump your full distance with or without a running start.
OLFACTORY IMPLANTS
Donor: Any creature with the Keen Smell or Keen Hearing and Smell trait Slot: Head You have replaced or modified your nose with that of a creature with keen smell. You have advantage on Wisdom (Perception) checks that rely on smell.
OVERSIZED ARMS
Donor: Any creature with large upper limbsSlot: Arms You have replaced your arms with a giant’s massive limbs. The reach of your melee attacks increases by 5 feet, unless the attack is made with a weapon that already has the Reach property. If you are Small, you can wield heavy weapons with which you are proficient without penalty. Additionally, you have advantage on Strength checks and saving throws you make to maintain your grip on objects.
PREHENSILE TAIL
Donor: Any creature with a Tail attack Slot: External You surgically attach a muscular, prehensile tail, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tail. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike.
Additionally, you can hold and manipulate objects and weapons with your tail, but you can’t make attacks with weapons held by your tail or wield a shield with your tail and gain its benefits.
REGENERATING MARROW
Donor: Any creature with the Regeneration trait Slot: Internal You have replaced your bone marrow with that of a regenerating creature. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier.
Once you use this ability, you can’t use it again until you finish a short or long rest.
REPLACEMENT
Donor: AnySlot: AnyOne or more of your organs or limbs have been replaced with a part harvested from a monster. A replacement can effectively solve any amputation or organ failure, but they can’t return to life someone that has died; such work is solely the domain of necromancy. Replacement limbs can resemble the original limb or can demonstrate obvious monstrous characteristics, depending on the donor.
A replacement organ or limb takes up one body slot relevant to it; for example, a troll’s hand takes the Arms slot and a replacement kidney takes up the Internal slot.
STENCH
Donor: Any creature with the Stench trait Slot: Internal As a bonus action, you can release a foul liquid contained within an organ taken from the donor creature. Each creature within 10 feet of you must make a Constitution saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn.
Once you use this ability, you can’t use it again until you finish a short or long rest.
TENTACLES
Donor: Any creature with a Tentacles or Tendrils attack Slot: Arms You surgically replace or modify one or both of your arms with a flexible tentacle or tendril, which is a natural weapon that you can use to make unarmed strikes. You can use Dexterity instead of Strength for the attack rolls of your unarmed strikes made using your tentacle, and it has a reach of 10 feet. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength or Dexterity modifier (as appropriate to the attack roll), instead of the damage normal for an unarmed strike.
Additionally, when you hit a target with your tentacle as part of the Attack action, you can use your bonus action to attempt to grapple the target.
VENOM SAC
Donor: Any creature with a natural weapon or trait that can deal poison damage or cause a creature to become poisoned Slot: Internal You have installed a gland that secretes poison from your body. As a bonus action, you can coat a weapon you are holding or a natural weapon, if you have one, in basic poison. The save DC for the poison equals 8 + your Constitution modifier + your proficiency bonus.
Once you use this ability, you can’t use it again until you finish a short or long rest.
VOICE BOX
Donor: Any creature with the Mimicry trait Slot: Head You have augmented your own vocal folds with those of a creature that can mimic sounds. You can mimic any sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check, contested by your Charisma (Deception) check.
WEBSPINNER APPARATUS
Donor: Any creature with a Web action Slot: Internal You have installed spinnerets from a spiderlike creature into your body, allowing you to produce webs. You can cast the web spell without using spell slots or spell components (DC equals 8 + your Constitution modifier + your proficiency bonus).
Once you use this ability, you can’t use it again until you finish a short or long rest.