Priests of the Flesh

The history of dwarven body modification, whether it be tattoos, piercings, or scarring, has been with the peoples since their earliest days. Unable to record their histories within the stone and iron caverns of the Shonak, and without adequate means to keep paper or scroll records, the people turned to tracking these sagas on their own flesh, a tradition that carries forward to this day. As they connected with outside cultures and absorbed new technologies and magicks, they have been able to keep more "traditional" records but still feel that education and sermons to keep the practice alive is necessary.

The so called Priests of the Flesh (dwf. Fleischklerik, also named Skalds) fill this role. Learning not only the most efficient, avant garde, and often magical ways to mark the bodies of humanoids, but often adding magic to the process makes them not only the leading authorities on the practice, but often near-mythical beings within their own lands.

Stories are often told about these priests leading from the front lines of battle, preaching of the histories of the Shonakkar dwarves, or their own deeds, and seeing ghosts of these tales conjured from the tattoos themselves. Onlookers have seen fresh cuts heal over and turn into full sagas of the battle taking place within moments. Some even tell of priests weaponizing the wounds of their enemies to close the book on their story for good.

While the truths of these matters may be embellished, as the Shonakkar are wont to do, the abilities of these priests are very real, however varied they may be from one another. A rare sight outside of their mountain holds, but one than lends immense power to their allies whenever battle is at hand.

## Cleric: Priest of the Flesh

At first level, you are able to select Priest of the Flesh in place of any Divine Domains listed in other sources. This grants you spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Priest of the Flesh Spells
 3rd
 5th
 7th
 9th

**Fidelity Bonus**: Dwarves receive Inspiration at the start of every session.

**Wards of Flesh**: Priests of the Flesh lose proficiency in all armor, but are able to tattoo, scar, or pierce themselves in symbolic ways to have the same effect. The process takes 6 hours minus your proficiency bonus, and requires easily obtainable materials with the same cost as the armor you are symbolizing. Once complete, your AC is increased to the same level, weighs nothing, requires no hands to use, and has no disadvantage on Stealth checks. You count as wearing metal armor for the purposes of other effects. When you reach 10th level, you are able to study any magical armor you obtain and can retain the effects of the armor in the same way as wearing it. If the armor requires attunement, you count as attuned when you have this effect marked.

### Channel Divinity

Starting at 2nd level, you can use the below Channel Divinity options:

* **A Good Story**- You can gaze at a wound and cause it to scar over. When a creature you can see within 30 ft takes damage from an attack, you can use your reaction to heal them for an amount equal to your cleric level, and again for this amount at the start of their next turn. Additionally, that creature has advantage on the next attack roll or saving throw they make.
* **Embellish**- Surely, you hit them hard enough to put them down for good. When a creature you can see within 30 ft is reduced to hit points equal to or less than your proficiency bonus, you can use your reaction to reduce them to 0 hit points.

### A Tale in Scars

Starting at 6th level, the scars of you and your compatriots are easily woven into grand stories, sometimes even without your intervention. You and creatures you can see have advantage on death saving throws. Additionally, when a creature stabilizes from death saving throws or is healed by you while at 0 hit points, they gain 1 additional hit point and temporary hit points equal to your wisdom modifier. The scars from the event may represent your heroics, or can be tattooed or pierced to further tell the tale.

### Dramatic Reenactment

Starting at 8th level, when casting a spell that conjures, summons, or copies creatures and does not have a consumable material component, you create one additional creature as detailed in the spell. Once you use this feature you cannot use it again until you finish a short rest.

### Written in Flesh

Starting at 17th level, the scars and tattoos of your foes can be shaped into the tales of their demise, echoing the downfall of heroes and gods of dwarfish legends. As an action, you can cause a creature within 60ft with wounds or tattoos that you can see to take one of the below saves, suffering the effect on a failure. You can tell tales this way a number of times equal to your wisdom bonus, and can tell no more until you finish a long rest.

 Emberwind Rhapsody | Dexterity
 The Frostfallen Wyrm | Constitution
 The Enigma of Einreikir | Intelligence
 Lost in the Shonakkar Deep | Wisdom
 Twilight of the Gods | Charisma